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Simplify other checks #1334
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Simplify the other check penalty computation. Compared to current master,

a) it uses a 143 kingDanger penalty instead of S(10, 10) for the "otherCheck"
(credits to ElbertoOne for finding a suitable kingDanger range to replace the score
and to Guardian for showing this could also be a neutral change at LTC).
This makes our king safety model more consistent and simpler.

b) it might also score more than one "otherCheck" penalty for a given piece type instead of just one

c) it might score many pinned penalties instead of just one.

d) It also remove 3 conditionals and uses simpler expressions.
So it was tested as a SPRT[-3, 1]

Passed STC
http://tests.stockfishchess.org/tests/view/5a2b560b0ebc590ccbb8ba6b
LLR: 2.96 (-2.94,2.94) [-3.00,1.00]
Total: 11705 W: 2217 L: 2080 D: 7408

And LTC
http://tests.stockfishchess.org/tests/view/5a2bfd0d0ebc590ccbb8bab0
LLR: 2.94 (-2.94,2.94) [-3.00,1.00]
Total: 26812 W: 3575 L: 3463 D: 19774

Trying to improve on b) another attempt was made to score also the
"otherchecks" for piece types which had some safe checks, but this
failed STC http://tests.stockfishchess.org/tests/view/5a2c79e60ebc590ccbb8badd

bench: 5149133
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Rocky640 authored and mcostalba committed Dec 11, 2017
1 parent 70262f2 commit 020dd69
Showing 1 changed file with 38 additions and 42 deletions.
80 changes: 38 additions & 42 deletions src/evaluate.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -111,7 +111,8 @@ namespace {
Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };

// attackedBy[color][piece type] is a bitboard representing all squares
// attacked by a given color and piece type (can be also ALL_PIECES).
// attacked by a given color and piece type. Special "piece types" which are
// also calculated are QUEEN_DIAGONAL and ALL_PIECES.
Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];

// attackedBy2[color] are the squares attacked by 2 pieces of a given color,
Expand Down Expand Up @@ -217,7 +218,6 @@ namespace {
const Score RookOnPawn = S( 8, 24);
const Score TrappedRook = S( 92, 0);
const Score WeakQueen = S( 50, 10);
const Score OtherCheck = S( 10, 10);
const Score CloseEnemies = S( 7, 0);
const Score PawnlessFlank = S( 20, 80);
const Score ThreatByHangingPawn = S( 71, 61);
Expand All @@ -237,10 +237,10 @@ namespace {
const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 };

// Penalties for enemy's safe checks
const int QueenCheck = 780;
const int RookCheck = 880;
const int BishopCheck = 435;
const int KnightCheck = 790;
const int QueenSafeCheck = 780;
const int RookSafeCheck = 880;
const int BishopSafeCheck = 435;
const int KnightSafeCheck = 790;

// Threshold for lazy and space evaluation
const Value LazyThreshold = Value(1500);
Expand Down Expand Up @@ -428,7 +428,7 @@ namespace {
: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);

const Square ksq = pos.square<KING>(Us);
Bitboard weak, b, b1, b2, safe, other;
Bitboard weak, b, b1, b2, safe, unsafeChecks;
int kingDanger;

// King shelter and enemy pawns storm
Expand All @@ -442,18 +442,7 @@ namespace {
& ~attackedBy2[Us]
& (attackedBy[Us][KING] | attackedBy[Us][QUEEN] | ~attackedBy[Us][ALL_PIECES]);

// Initialize the 'kingDanger' variable, which will be transformed
// later into a king danger score. The initial value is based on the
// number and types of the enemy's attacking pieces, the number of
// attacked and weak squares around our king, the absence of queen and
// the quality of the pawn shelter (current 'score' value).
kingDanger = kingAttackersCount[Them] * kingAttackersWeight[Them]
+ 102 * kingAdjacentZoneAttacksCount[Them]
+ 191 * popcount(kingRing[Us] & weak)
+ 143 * bool(pos.pinned_pieces(Us))
- 848 * !pos.count<QUEEN>(Them)
- 9 * mg_value(score) / 8
+ 40;
kingDanger = unsafeChecks = 0;

// Analyse the safe enemy's checks which are possible on next move
safe = ~pos.pieces(Them);
Expand All @@ -464,35 +453,42 @@ namespace {

// Enemy queen safe checks
if ((b1 | b2) & attackedBy[Them][QUEEN] & safe & ~attackedBy[Us][QUEEN])
kingDanger += QueenCheck;
kingDanger += QueenSafeCheck;

// Some other potential checks are also analysed, even from squares
// currently occupied by the opponent own pieces, as long as the square
// is not attacked by our pawns, and is not occupied by a blocked pawn.
other = ~( attackedBy[Us][PAWN]
| (pos.pieces(Them, PAWN) & shift<Up>(pos.pieces(PAWN))));
b1 &= attackedBy[Them][ROOK];
b2 &= attackedBy[Them][BISHOP];

// Enemy rooks safe and other checks
if (b1 & attackedBy[Them][ROOK] & safe)
kingDanger += RookCheck;
// Enemy rooks checks
if (b1 & safe)
kingDanger += RookSafeCheck;
else
unsafeChecks |= b1;

else if (b1 & attackedBy[Them][ROOK] & other)
score -= OtherCheck;
// Enemy bishops checks
if (b2 & safe)
kingDanger += BishopSafeCheck;
else
unsafeChecks |= b2;

// Enemy bishops safe and other checks
if (b2 & attackedBy[Them][BISHOP] & safe)
kingDanger += BishopCheck;

else if (b2 & attackedBy[Them][BISHOP] & other)
score -= OtherCheck;

// Enemy knights safe and other checks
// Enemy knights checks
b = pos.attacks_from<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
if (b & safe)
kingDanger += KnightCheck;

else if (b & other)
score -= OtherCheck;
kingDanger += KnightSafeCheck;
else
unsafeChecks |= b;

// Unsafe or occupied checking squares will also be considered, as long as
// the square is not defended by our pawns or occupied by a blocked pawn.
unsafeChecks &= ~( attackedBy[Us][PAWN]
| (pos.pieces(Them, PAWN) & shift<Up>(pos.pieces(PAWN))));

kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
+ 102 * kingAdjacentZoneAttacksCount[Them]
+ 191 * popcount(kingRing[Us] & weak)
+ 143 * popcount(pos.pinned_pieces(Us) | unsafeChecks)
- 848 * !pos.count<QUEEN>(Them)
- 9 * mg_value(score) / 8
+ 40;

// Transform the kingDanger units into a Score, and substract it from the evaluation
if (kingDanger > 0)
Expand Down

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