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Introduce midgame initiative #2304
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Approved, congrats! You write:
I have measured the two probabilities P(A|B) and P(B|A) for using the following pieces of code: So indeed complexity is inferior to -50 in 99% of the one-flank endgames, but one-flank endgames are only 10% of the cases where complexity is inferior to -50 (and the patch applies). |
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Merged via 843a6c4, thanks! |
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well I mean that it's the most obvious case to my imagination. |
This patch decreases the endgame scale factor using the 50 moves counter. Looking at some games with this patch, this seems to have two effects on the playing style: 1) when no progress can be made in late endgames (for instance in fortresses or opposite bishops endgames) the evaluation will be largely tamed down toward a draw value. 2) more interestingly, there is also a small effect in the midgame play because Stockfish will panic a little bit if there are more than four consecutive shuffling moves with an advantage: the engine will try to move a pawn or to exchange a piece to keep the advantage, so the follow-ups of the position will be discovered earlier by the alpha-beta search. passed STC: LLR: 2.95 (-2.94,2.94) [0.50,4.50] Total: 23017 W: 5080 L: 4805 D: 13132 http://tests.stockfishchess.org/tests/view/5d7e4aef0ebc59069c36fc74 passed LTC: LLR: 2.95 (-2.94,2.94) [0.00,3.50] Total: 30746 W: 5171 L: 4911 D: 20664 http://tests.stockfishchess.org/tests/view/5d7e513d0ebc59069c36ff26 Pull request: official-stockfish/Stockfish#2304 Bench: 4272173
This patch decreases the endgame scale factor using the 50 moves counter. Looking at some games with this patch, it seems to have two effects on the playing style: 1) when no progress can be made in late endgames (for instance in fortresses or opposite bishops endgames) the evaluation will be largely tamed down towards a draw value. 2) more interestingly, there is also a small effect in the midgame play because Stockfish will panic a little bit if there are more than four consecutive shuffling moves with an advantage: the engine will try to move a pawn or to exchange a piece to keep the advantage, so the follow-ups of the position will be discovered earlier by the alpha-beta search. passed STC: LLR: 2.95 (-2.94,2.94) [0.50,4.50] Total: 23017 W: 5080 L: 4805 D: 13132 http://tests.stockfishchess.org/tests/view/5d7e4aef0ebc59069c36fc74 passed LTC: LLR: 2.95 (-2.94,2.94) [0.00,3.50] Total: 30746 W: 5171 L: 4911 D: 20664 http://tests.stockfishchess.org/tests/view/5d7e513d0ebc59069c36ff26 Pull request: #2304 Bench: 4272173
This patch decreases the endgame scale factor using the 50 moves counter. Looking at some games with this patch, this seems to have two effects on the playing style: 1) when no progress can be made in late endgames (for instance in fortresses or opposite bishops endgames) the evaluation will be largely tamed down toward a draw value. 2) more interestingly, there is also a small effect in the midgame play because Stockfish will panic a little bit if there are more than four consecutive shuffling moves with an advantage: the engine will try to move a pawn or to exchange a piece to keep the advantage, so the follow-ups of the position will be discovered earlier by the alpha-beta search. passed STC: LLR: 2.95 (-2.94,2.94) [0.50,4.50] Total: 23017 W: 5080 L: 4805 D: 13132 http://tests.stockfishchess.org/tests/view/5d7e4aef0ebc59069c36fc74 passed LTC: LLR: 2.95 (-2.94,2.94) [0.00,3.50] Total: 30746 W: 5171 L: 4911 D: 20664 http://tests.stockfishchess.org/tests/view/5d7e513d0ebc59069c36ff26 Pull request: official-stockfish#2304 Bench: 4272173
Use fraction of negative complexity also in midgame evaluation
STC run was stopped after 200k games (and not converging):
http://tests.stockfishchess.org/tests/view/5d7cfdb10ebc5902d386572c
LLR: -1.75 (-2.94,2.94) [0.50,4.50]
Total: 200319 W: 44197 L: 43310 D: 112812
passed speculative LTC
http://tests.stockfishchess.org/tests/view/5d7d14680ebc5902d3866196
LLR: 2.95 (-2.94,2.94) [0.00,3.50]
Total: 41051 W: 6858 L: 6570 D: 27623
This patch finally introduces something that was tried for years - midgame score dependance on complexity of position.
The most obvious field of play of this patch will be (again!) 4 vs 3 etc same flank endgames where sides have a lot of non-pawn material (4 vs 3 draw mostly remains the same draw even if we add a lot of equal material to both sides but eval will be much higher because we are further from endgame).
This is the first and not really precise version, a lot of other stuff can be tried on top of it (separate complexity for middlegame, some more terms, even simple retuning of values).
bench 4248476