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Do not use lazy evaluation inside NNUE
This simplification patch implements two changes: 1. it simplifies away the so-called "lazy" path in the NNUE evaluation internals, where we trusted the psqt head alone to avoid the costly "positional" head in some cases; 2. it raises a little bit the NNUEThreshold1 in evaluate.cpp (from 682 to 800), which increases the limit where we switched from NNUE eval to Classical eval. Both effects increase the number of positional evaluations done by our new net architecture, but the results of our tests below seem to indicate that the loss of speed will be compensated by the gain of eval quality. STC: LLR: 2.95 (-2.94,2.94) <-2.50,0.50> Total: 26280 W: 2244 L: 2137 D: 21899 Ptnml(0-2): 72, 1755, 9405, 1810, 98 https://tests.stockfishchess.org/tests/view/60ae73f112066fd299795a51 LTC: LLR: 2.95 (-2.94,2.94) <-2.50,0.50> Total: 20592 W: 750 L: 677 D: 19165 Ptnml(0-2): 9, 614, 8980, 681, 12 https://tests.stockfishchess.org/tests/view/60ae88e812066fd299795a82 closes https://github.com/official-stockfish/Stockfish/pull/3503 Bench: 3817907
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@@ -216,9 +216,8 @@ namespace {
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// Threshold for lazy and space evaluation
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constexpr Value LazyThreshold1 = Value(1565);
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constexpr Value LazyThreshold2 = Value(1102);
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constexpr Value LazyThresholdNNUE = Value(1400);
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constexpr Value SpaceThreshold = Value(11551);
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constexpr Value NNUEThreshold1 = Value(682);
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constexpr Value NNUEThreshold1 = Value(800);
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constexpr Value NNUEThreshold2 = Value(176);
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// KingAttackWeights[PieceType] contains king attack weights by piece type
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@@ -1120,7 +1119,7 @@ Value Eval::evaluate(const Position& pos) {
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int scale = 903 + 28 * pos.count<PAWN>() + 28 * pos.non_pawn_material() / 1024;
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Value nnue = NNUE::evaluate(pos, true, LazyThresholdNNUE) * scale / 1024;
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Value nnue = NNUE::evaluate(pos, true) * scale / 1024;
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if (pos.is_chess960())
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nnue += fix_FRC(pos);
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@@ -1133,15 +1132,14 @@ Value Eval::evaluate(const Position& pos) {
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Value psq = Value(abs(eg_value(pos.psq_score())));
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int r50 = 16 + pos.rule50_count();
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bool largePsq = psq * 16 > (NNUEThreshold1 + pos.non_pawn_material() / 64) * r50;
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bool classical = largePsq;
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// Use classical evaluation for really low piece endgames.
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// One critical case is the draw for bishop + A/H file pawn vs naked king.
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bool lowPieceEndgame = pos.non_pawn_material() == BishopValueMg
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|| (pos.non_pawn_material() < 2 * RookValueMg && pos.count<PAWN>() < 2);
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v = classical || lowPieceEndgame ? Evaluation<NO_TRACE>(pos).value()
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: adjusted_NNUE();
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v = largePsq || lowPieceEndgame ? Evaluation<NO_TRACE>(pos).value() // classical
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: adjusted_NNUE(); // NNUE
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// If the classical eval is small and imbalance large, use NNUE nevertheless.
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// For the case of opposite colored bishops, switch to NNUE eval with small
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