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This patch introduces three additional correction histories, namely, Major Piece Correction History, Minor Piece Correction History, and Non-Pawn Correction History. Introduced by @mcthouacbb in Sirius (https://github.com/mcthouacbb/Sirius) chess engine. The Major Piece Correction History is indexed by side-to-move and the Zobrist key representing the position of the King, Rook, and Queen of both sides. Likewise, the Minor Piece Correction History is indexed by side-to-move and the Zobrist key representing the position of the King, Knight, and Bishop of both sides. Also See: https://github.com/mcthouacbb/Sirius/commit/97b85bbaac88ff5a0f63e28776027dd3de77164e https://github.com/mcthouacbb/Sirius/commit/3099cdef2f13e29805654b5f8153e6ecd5853195 Introduced by @zzzzz151 in Starzix (https://github.com/zzzzz151/Starzix) chess engine. Non-Pawn correction history consists of side-to-move, side of Zobrist key, and a Zobrist key representing of the position of all non-pawn pieces of **one side**. The non-pawn correction values for both key sides are then summed. Also See: https://github.com/zzzzz151/Starzix/commit/34911772f178c27b3a239dda0acb79c397c3a2f0 https://github.com/zzzzz151/Starzix/commit/33e0df8dd2db1d4775974ab12e3390154697f47a The weights on the final correction value of the above correction histories, as well as existing correction histories, are then tuned in two separate SPSA sessions, totaling 75k games. SPSA1: https://tests.stockfishchess.org/tests/view/66e5243886d5ee47d953a86b (Stopped early due to some weights reaching the maximum value) SPSA2: https://tests.stockfishchess.org/tests/view/66e6a26f86d5ee47d953a965 Also thanks to @martinnovaak, (Motor https://github.com/martinnovaak/motor author) for insights and suggestions. Passed STC: LLR: 2.94 (-2.94,2.94) <0.00,2.00> Total: 23328 W: 6197 L: 5901 D: 11230 Ptnml(0-2): 82, 2582, 6041, 2876, 83 https://tests.stockfishchess.org/tests/view/66e8787b86d5ee47d953ab6f Passed LTC: LLR: 2.94 (-2.94,2.94) <0.50,2.50> Total: 10626 W: 2826 L: 2560 D: 5240 Ptnml(0-2): 4, 1054, 2941, 1300, 14 https://tests.stockfishchess.org/tests/view/66e8ab2386d5ee47d953aba8 closes https://github.com/official-stockfish/Stockfish/pull/5598 Bench: 1011161
223 lines
7.7 KiB
C++
223 lines
7.7 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2024 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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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "bitboard.h"
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#include <algorithm>
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#include <bitset>
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#include <initializer_list>
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#include "misc.h"
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namespace Stockfish {
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uint8_t PopCnt16[1 << 16];
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uint8_t SquareDistance[SQUARE_NB][SQUARE_NB];
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Bitboard LineBB[SQUARE_NB][SQUARE_NB];
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Bitboard BetweenBB[SQUARE_NB][SQUARE_NB];
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Bitboard PseudoAttacks[PIECE_TYPE_NB][SQUARE_NB];
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Bitboard PawnAttacks[COLOR_NB][SQUARE_NB];
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Magic RookMagics[SQUARE_NB];
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Magic BishopMagics[SQUARE_NB];
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namespace {
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Bitboard RookTable[0x19000]; // To store rook attacks
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Bitboard BishopTable[0x1480]; // To store bishop attacks
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void init_magics(PieceType pt, Bitboard table[], Magic magics[]);
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// Returns the bitboard of target square for the given step
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// from the given square. If the step is off the board, returns empty bitboard.
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Bitboard safe_destination(Square s, int step) {
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Square to = Square(s + step);
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return is_ok(to) && distance(s, to) <= 2 ? square_bb(to) : Bitboard(0);
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}
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}
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// Returns an ASCII representation of a bitboard suitable
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// to be printed to standard output. Useful for debugging.
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std::string Bitboards::pretty(Bitboard b) {
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std::string s = "+---+---+---+---+---+---+---+---+\n";
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for (Rank r = RANK_8; r >= RANK_1; --r)
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{
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for (File f = FILE_A; f <= FILE_H; ++f)
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s += b & make_square(f, r) ? "| X " : "| ";
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s += "| " + std::to_string(1 + r) + "\n+---+---+---+---+---+---+---+---+\n";
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}
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s += " a b c d e f g h\n";
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return s;
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}
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// Initializes various bitboard tables. It is called at
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// startup and relies on global objects to be already zero-initialized.
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void Bitboards::init() {
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for (unsigned i = 0; i < (1 << 16); ++i)
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PopCnt16[i] = uint8_t(std::bitset<16>(i).count());
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for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1)
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for (Square s2 = SQ_A1; s2 <= SQ_H8; ++s2)
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SquareDistance[s1][s2] = std::max(distance<File>(s1, s2), distance<Rank>(s1, s2));
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init_magics(ROOK, RookTable, RookMagics);
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init_magics(BISHOP, BishopTable, BishopMagics);
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for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1)
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{
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PawnAttacks[WHITE][s1] = pawn_attacks_bb<WHITE>(square_bb(s1));
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PawnAttacks[BLACK][s1] = pawn_attacks_bb<BLACK>(square_bb(s1));
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for (int step : {-9, -8, -7, -1, 1, 7, 8, 9})
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PseudoAttacks[KING][s1] |= safe_destination(s1, step);
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for (int step : {-17, -15, -10, -6, 6, 10, 15, 17})
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PseudoAttacks[KNIGHT][s1] |= safe_destination(s1, step);
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PseudoAttacks[QUEEN][s1] = PseudoAttacks[BISHOP][s1] = attacks_bb<BISHOP>(s1, 0);
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PseudoAttacks[QUEEN][s1] |= PseudoAttacks[ROOK][s1] = attacks_bb<ROOK>(s1, 0);
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for (PieceType pt : {BISHOP, ROOK})
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for (Square s2 = SQ_A1; s2 <= SQ_H8; ++s2)
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{
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if (PseudoAttacks[pt][s1] & s2)
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{
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LineBB[s1][s2] = (attacks_bb(pt, s1, 0) & attacks_bb(pt, s2, 0)) | s1 | s2;
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BetweenBB[s1][s2] =
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(attacks_bb(pt, s1, square_bb(s2)) & attacks_bb(pt, s2, square_bb(s1)));
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}
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BetweenBB[s1][s2] |= s2;
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}
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}
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}
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namespace {
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Bitboard sliding_attack(PieceType pt, Square sq, Bitboard occupied) {
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Bitboard attacks = 0;
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Direction RookDirections[4] = {NORTH, SOUTH, EAST, WEST};
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Direction BishopDirections[4] = {NORTH_EAST, SOUTH_EAST, SOUTH_WEST, NORTH_WEST};
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for (Direction d : (pt == ROOK ? RookDirections : BishopDirections))
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{
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Square s = sq;
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while (safe_destination(s, d))
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{
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attacks |= (s += d);
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if (occupied & s)
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{
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break;
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}
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}
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}
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return attacks;
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}
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// Computes all rook and bishop attacks at startup. Magic
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// bitboards are used to look up attacks of sliding pieces. As a reference see
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// https://www.chessprogramming.org/Magic_Bitboards. In particular, here we use
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// the so called "fancy" approach.
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void init_magics(PieceType pt, Bitboard table[], Magic magics[]) {
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// Optimal PRNG seeds to pick the correct magics in the shortest time
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int seeds[][RANK_NB] = {{8977, 44560, 54343, 38998, 5731, 95205, 104912, 17020},
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{728, 10316, 55013, 32803, 12281, 15100, 16645, 255}};
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Bitboard occupancy[4096], reference[4096], edges, b;
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int epoch[4096] = {}, cnt = 0, size = 0;
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for (Square s = SQ_A1; s <= SQ_H8; ++s)
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{
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// Board edges are not considered in the relevant occupancies
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edges = ((Rank1BB | Rank8BB) & ~rank_bb(s)) | ((FileABB | FileHBB) & ~file_bb(s));
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// Given a square 's', the mask is the bitboard of sliding attacks from
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// 's' computed on an empty board. The index must be big enough to contain
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// all the attacks for each possible subset of the mask and so is 2 power
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// the number of 1s of the mask. Hence we deduce the size of the shift to
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// apply to the 64 or 32 bits word to get the index.
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Magic& m = magics[s];
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m.mask = sliding_attack(pt, s, 0) & ~edges;
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m.shift = (Is64Bit ? 64 : 32) - popcount(m.mask);
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// Set the offset for the attacks table of the square. We have individual
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// table sizes for each square with "Fancy Magic Bitboards".
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m.attacks = s == SQ_A1 ? table : magics[s - 1].attacks + size;
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// Use Carry-Rippler trick to enumerate all subsets of masks[s] and
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// store the corresponding sliding attack bitboard in reference[].
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b = size = 0;
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do
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{
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occupancy[size] = b;
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reference[size] = sliding_attack(pt, s, b);
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if (HasPext)
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m.attacks[pext(b, m.mask)] = reference[size];
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size++;
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b = (b - m.mask) & m.mask;
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} while (b);
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if (HasPext)
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continue;
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PRNG rng(seeds[Is64Bit][rank_of(s)]);
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// Find a magic for square 's' picking up an (almost) random number
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// until we find the one that passes the verification test.
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for (int i = 0; i < size;)
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{
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for (m.magic = 0; popcount((m.magic * m.mask) >> 56) < 6;)
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m.magic = rng.sparse_rand<Bitboard>();
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// A good magic must map every possible occupancy to an index that
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// looks up the correct sliding attack in the attacks[s] database.
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// Note that we build up the database for square 's' as a side
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// effect of verifying the magic. Keep track of the attempt count
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// and save it in epoch[], little speed-up trick to avoid resetting
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// m.attacks[] after every failed attempt.
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for (++cnt, i = 0; i < size; ++i)
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{
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unsigned idx = m.index(occupancy[i]);
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if (epoch[idx] < cnt)
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{
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epoch[idx] = cnt;
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m.attacks[idx] = reference[i];
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}
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else if (m.attacks[idx] != reference[i])
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break;
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}
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}
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}
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}
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}
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} // namespace Stockfish
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