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train.cpp
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train.cpp
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// training set code
#include "chess.h"
#include <math.h>
#include <intrin.h>
#include <immintrin.h>
#include "threads.h"
#include "coeffs.h"
//#include "pgn_utils2.cpp" // CCRL logs
//#include "pgn_utils.cpp" // self-play logs
// ts entry data structure
typedef struct{
short int score; // deep evaluation score.
unsigned char piece[32]; // cell values are: 0=empty, 1=pawn, 2=knight, 3=bishop, 4=rook, 5=queen, 6=king. Plus 8 if black(top bit). So, 0-14. Use 1/2 byte.
unsigned char c1:1,c2:1,c3:1,c4:1,player:1,remarks:3;
// 4: castling possible: c1=white lower(Q), c2=white upper(K), c3=black lower(q), c4=black upper(k). 1=allowed, 0=not allowed.
// 1: player. 0/1 for w/b.
// 3: remarks: 0 is unsolved. 1 is fruit_231 for 3 sec. 2 is sf5 for 3 sec.
unsigned char last_move; // last move made to, for ep captures only
unsigned char fullmoveclock; // can be up to 100 or more - use byte for 0-255
unsigned char dummy[3];
} ts_entry; // 2+32+1*6=40 bytes.
typedef struct {
double mgw;
board b;
short int score_deep;
short int score_shallow;
unsigned char fullmoveclock;
} board_plus;
void convert_TS_to_board(board *b, ts_entry *ts){
unsigned int i;
static const unsigned char r[]={0,65,66,67,68,69,70,0,0,129,130,131,132,133,134};
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
// first, piece[] values
for(i=0;i<64;i+=2){
unsigned char v=ts->piece[i/2];
b->piece[i]=r[v&15];
b->piece[i+1]=r[v>>4];
}
// second, castling
b->castle=ts->c1;
b->castle+=2*ts->c2;
b->castle+=4*ts->c3;
b->castle+=8*ts->c4;
// third, player
b->player=ts->player+1; // turn 0/1 into 1/2
// fourth, last move
if( ts->last_move==0 || ts->last_move>=64 )
b->last_move=INVALID_LAST_MOVE;
else
b->last_move=(ts->last_move&56)+(b->player==2?2:5);// new format
// FYI - set hmc to 0
b->halfmoveclock=0;
}
static unsigned char convert_board_piece_to_TS_piece(unsigned char v){
unsigned int player=v>>7;// 0/1
return((v&7)+8*player);// 8 for player, 0-6 for piece
}
void convert_board_to_TS(board *b, ts_entry *ts){
unsigned int i;
// first, piece[] values
for(i=0;i<32;i++)// was 64!!!
ts->piece[i]=convert_board_piece_to_TS_piece(b->piece[i*2])+(convert_board_piece_to_TS_piece(b->piece[i*2+1])<<4);
// second, castling
ts->c1=b->castle&1;
ts->c2=(b->castle>>1)&1;
ts->c3=(b->castle>>2)&1;
ts->c4=(b->castle>>3)&1;
// third, player
ts->player=b->player-1; // turn 1/2 into 0/1
// fourth, last move
ts->last_move=b->last_move;
}
static unsigned int piece_count(ts_entry *p){
unsigned int i,j;
unsigned char c;
static const unsigned int pvl[]={0,1,1,1,1,1,1,1};
// count pieces
for(i=j=0;i<32;++i){
c=p->piece[i]&7;
j+=pvl[c];
c=(p->piece[i]>>4)&7;
j+=pvl[c];
}
return(j);
}
static int fmc_p_sort_function(const void *arg1, const void *arg2){
ts_entry *p1=(ts_entry *)arg1,*p2=(ts_entry *)arg2;
unsigned int pc1=piece_count(p1),pc2=piece_count(p2);
// on pieces
if( pc1<pc2 )
return(1);
if( pc1>pc2 )
return(-1);
// tie
return(0);
}
static void export_TS(void){
// load TS
FILE *f1=fopen("c://xde//chess//data//TS.bin","rb");// main TS file
unsigned int i0,i;
fread(&i0,sizeof(unsigned int),1,f1);
ts_entry *ts_all=(ts_entry*)malloc(sizeof(ts_entry)*i0); // storage of ts entries.
fread(ts_all,sizeof(ts_entry),i0,f1);
fclose(f1);
// here positions should be sorted by pieces.
qsort(ts_all,i0,sizeof(ts_entry),fmc_p_sort_function);
// now write summary file
f1=fopen("c://xde//chess//data//TS_summary.csv","w");
fprintf(f1,"pieces,count,c+,c-,c0\n");
unsigned fmc0=32,c=0,cp=0,cm=0,c0=0;
for(i=0;i<i0-5;++i){
if( piece_count(&ts_all[i])*2!=fmc0*2 ){// new line - init
fprintf(f1,"%d,%d,%d,%d,%d\n",fmc0,c,cp,cm,c0);
fmc0=piece_count(&ts_all[i]);
c=cp=cm=c0=0;// reset
}
c++;
if( ts_all[i].score>0 )
cp++;
if( ts_all[i].score<0 )
cm++;
if( ts_all[i].score==0 )
c0++;
}
// print the last one
fprintf(f1,"%d,%d,%d,%d,%d\n",fmc0,c,cp,cm,c0);
fclose(f1);
exit(0);
}
static unsigned char quad(ts_entry *p1){
unsigned int king_q[4]={0,0,0,0},i,kp[2],j;
// set king positions
i=j=0;
do{
UINT64 d=((UINT64*)&p1->piece[i])[0];// 8 cells
d=d&0x6666666666666666; // mask out all but 2 bits for each cell
d=d&(d<<1); // mask in the 2 bits
if(d){
char s=p1->piece[i]&15;
if( (s&7)==6 ){// king found
if( s>7 ) kp[1]=i*2;
else kp[0]=i*2;
j++;// increment king count
}
s=p1->piece[i]>>4;
if( (s&7)==6 ){// king found
if( s>7 ) kp[1]=i*2+1;
else kp[0]=i*2+1;
j++;// increment king count
}
i++;
}else
i+=8;
}while(j<2);// stop when 2 kings are found
if( kp[0]>=32 ) king_q[2]=1;// white king in Q2
else king_q[0]=1;// white king in Q0
if( kp[1]>=32 ) king_q[3]=1;// black king in Q3
else king_q[1]=1;// black king in Q1
return(king_q[0]*8+king_q[1]*4+king_q[2]*2+king_q[3]); // 1 2 4 8
}
static int pos_sort_function_PST(const void *arg1, const void *arg2){
ts_entry *p1=(ts_entry *)arg1;
ts_entry *p2=(ts_entry *)arg2;
unsigned int king_q1=p1->dummy[2];
unsigned int king_q2=p2->dummy[2];
// result
if( king_q1>king_q2 )
return(1);
else if( king_q1<king_q2 )
return(-1);
else
return(0);
}
static int pos_sort_function(const void *arg1, const void *arg2){
ts_entry *p1=(ts_entry *)arg1;
ts_entry *p2=(ts_entry *)arg2;
// first, on ALL pieces
for(unsigned int i=0;i<32;++i){
if( p1->piece[i] > p2->piece[i] )
return(1);
if( p1->piece[i] < p2->piece[i] )
return(-1);
}
// second, on player
if( p1->player > p2->player )
return(1);
if( p1->player < p2->player )
return(-1);
// third, on remarks, decreasing
if( p1->remarks < p2->remarks )
return(1);
if( p1->remarks > p2->remarks )
return(-1);
// tie
return(0);
}
static int pos_sort_function0(const void *arg1, const void *arg2){// no FMC
ts_entry *p1=(ts_entry *)arg1;
ts_entry *p2=(ts_entry *)arg2;
// first, on ALL pieces
for(unsigned int i=0;i<32;++i){
if( p1->piece[i] > p2->piece[i] )
return(1);
if( p1->piece[i] < p2->piece[i] )
return(-1);
}
// second, on player
if( p1->player > p2->player )
return(1);
if( p1->player < p2->player )
return(-1);
// tie
return(0);
}
UINT64 get_hash_from_TS(ts_entry *t){
UINT64 z;
unsigned int i;
// set main hash key.
if( t->player==1 )
z=player_zorb;// apply this for player==black only.
else
z=0;
// cell values are: 0=empty, 1=pawn, 2=knight, 3=bishop, 4=rook, 5=queen, 6=king. Plus 8 if black(top bit). So, 0-14. Use 1/2 byte.
for(i=0;i<32;++i){
if( t->piece[i]&15 )
z^=zorb[(t->piece[i]&7)-1][(t->piece[i]&15)>>3][i];
if( t->piece[i]>>4 )
z^=zorb[((t->piece[i]>>4)&7)-1][t->piece[i]>>7][i];
}
return(z);
}
int fmc_p_sort_function_hash(const void *arg1, const void *arg2){
ts_entry *p1=(ts_entry *)arg1;
ts_entry *p2=(ts_entry *)arg2;
// first, on hash
UINT64 h1=get_hash_from_TS(p1);
UINT64 h2=get_hash_from_TS(p2);
if( h1 < h2 )
return(1);
if( h1 > h2 )
return(-1);
// tie
return(0);
}
static void eliminate_duplicates(void){// eliminate duplicate TS entries. Do not drop anything else.
FILE *f1=fopen("c://xde//chess//data//TSnew.bin","rb");// main TS file
unsigned int i0,i,j;
fread(&i0,sizeof(unsigned int),1,f1);
ts_entry *ts_all=(ts_entry*)malloc(sizeof(ts_entry)*i0); // storage of ts entries.
if( ts_all==NULL ) exit(123);
i0=(unsigned int)fread(ts_all,sizeof(ts_entry),i0,f1);
fclose(f1);
// sort TS by position+player+remarks (decr)
qsort(ts_all,i0,sizeof(ts_entry),pos_sort_function);
// pass over it and mark dups as dummy[0]=127
//f1=fopen("c://xde//chess//out//dups.csv","w");
//fprintf(f1,"FEN,remarks,player,score,i,dup_c\n");
ts_all[0].dummy[0]=0;
unsigned int last_deleted=1000000000,dup_c=0;
for(i=1;i<i0;++i){
if( ts_all[i].remarks<2 || pos_sort_function0(ts_all+i-1,ts_all+i)==0 ){// dups at i-1 and i. Keep i-1, mark i for deletion.
//char sss[200];
// keep this one
/*if( last_deleted!=i-1 ){// do not display twice
convert_TS_to_board(&b_m,ts_all+i-1);
j=print_position(sss,&b_m);
sss[j-1]=0;
if( last_deleted!=100000000 )
fprintf(f1,"\n"); // new line
fprintf(f1,"%s,%d,%d,%d,%d,%d\n",sss,ts_all[i-1].remarks,ts_all[i-1].player,ts_all[i-1].score,i-1,dup_c);
}*/
// delete this one
dup_c++;
ts_all[i].dummy[0]=127;// mark i for deletion
/*last_deleted=i;
convert_TS_to_board(&b_m,ts_all+i);
j=print_position(sss,&b_m);
sss[j-1]=0;
fprintf(f1,"%s,%d,%d,%d,%d,%d\n",sss,ts_all[i].remarks,ts_all[i].player,ts_all[i].score,i,dup_c);
*/
}else
ts_all[i].dummy[0]=0;
}
//fclose(f1);
// mark more items for deletion: remarks=0
/*for(i=0;i<i0;++i){
if( abs(ts_all[i].remarks)==0 ){
ts_all[i].dummy[0]=127;
continue;
}
convert_TS_to_board(&b_m,ts_all+i);
set_bitboards(&b_m);
if( popcnt64l(b_m.colorBB[0]|b_m.colorBB[1])<7 || popcnt64l(b_m.colorBB[0])<2 || popcnt64l(b_m.colorBB[1])<2 )// exclude <7 pieces, or highly assimetric positions.
ts_all[i].dummy[0]=127;
}*/
// eliminate dups
for(j=i=0;i<i0;++i){
if( ts_all[i].dummy[0]==127 ){// dup at i. Replace it with [j], and inc j
ts_all[i]=ts_all[j];
j++;
}
}
i=i0-j; // new size - drop j elements
ts_all+=j; // new start - drop j elements
// sort TS by hash - to simulate random sorting.
int k,l,j0=j;
for(j=k=l=0;j<(int)i;++j){
int q=quad(ts_all+j); // populate king quadrant
ts_all[j].dummy[2]=q;
if( q<k ) l=1; // out of order - sort needed
k=q; //save as previous result
}
if( l ) qsort(ts_all,i,sizeof(ts_entry),pos_sort_function_PST);// sort TS by castling - so that PST does not change (much) between positions, and parallel search will work well.
qsort(ts_all,i,sizeof(ts_entry),fmc_p_sort_function_hash);
j=j0;//restore
// save it
f1=fopen("c://xde//chess//data//TSnew2.bin","wb");// main TS file
fwrite(&i,sizeof(unsigned int),1,f1); // write size - i
fwrite(ts_all,sizeof(ts_entry),i,f1); // data - i
fclose(f1);
// display results
char res[300];
sprintf(res,"Deleted %d records. New count is %d records.",j,i);
MessageBox( hWnd_global, res,TEXT("Training Set Dups"),MB_ICONERROR | MB_OK );
exit(0);
}
typedef struct {
double w1,w2;
unsigned char piece[64];// board pieces
short int resid; // residual score, +-5000
} b3t;
_declspec(thread) unsigned int use_hash;
_declspec(thread) unsigned int eval_counter; // count of eval calls
_declspec(thread) board_light *eval_b; // evaluation boards
_declspec(thread) short int *eval_score; // evaluation scores
_declspec(thread) int pawn_deriv_coeffs[330]; // here increase size if a lot of pawn coeffs are used. Keep it small to avoid long reset times.
static ts_entry *ts_all;
static unsigned int pos_count0,ii,pos_count1,*coeff_count,pos_cnt_2,pos_cnt;
static double *coeffs,*derivT1,sumsq2_2,sumsq2,d1,d2,*dir;
int ka[2];
static unsigned int get_mat_key2(board *b){// lower of B or W
unsigned int wN,bN,wB,bB,wR,bR,wQ,bQ,wP,bP,i,j;
wP=(unsigned int)popcnt64l(b->piececolorBB[0][0]);
bP=(unsigned int)popcnt64l(b->piececolorBB[0][1]);
wN=(unsigned int)popcnt64l(b->piececolorBB[1][0]);
bN=(unsigned int)popcnt64l(b->piececolorBB[1][1]);
wB=(unsigned int)popcnt64l(b->piececolorBB[2][0]);
bB=(unsigned int)popcnt64l(b->piececolorBB[2][1]);
wR=(unsigned int)popcnt64l(b->piececolorBB[3][0]);
bR=(unsigned int)popcnt64l(b->piececolorBB[3][1]);
wQ=(unsigned int)popcnt64l(b->piececolorBB[4][0]);
bQ=(unsigned int)popcnt64l(b->piececolorBB[4][1]);
i=wP*mat_key_mult[0]+bP*mat_key_mult[1]
+wN*mat_key_mult[2]+bN*mat_key_mult[3]
+wB*mat_key_mult[4]+bB*mat_key_mult[5]
+wR*mat_key_mult[6]+bR*mat_key_mult[7]
+wQ*mat_key_mult[8]+bQ*mat_key_mult[9];
j=bP*mat_key_mult[0]+wP*mat_key_mult[1]
+bN*mat_key_mult[2]+wN*mat_key_mult[3]
+bB*mat_key_mult[4]+wB*mat_key_mult[5]
+bR*mat_key_mult[6]+wR*mat_key_mult[7]
+bQ*mat_key_mult[8]+wQ*mat_key_mult[9];
return(min(i,j));
}
typedef struct {
unsigned int a[10];
int mat;
} ddd2;
void decomp_key(unsigned int key,ddd2* dd){
// decompose key into components
unsigned int ii=key;
dd->a[0]=ii/26244;//bP
ii-=dd->a[0]*26244;
dd->a[1]=ii/2916;//wP
ii-=dd->a[1]*2916;
dd->a[2]=ii/1458;//bQ
ii-=dd->a[2]*1458;
dd->a[3]=ii/729;//wQ
ii-=dd->a[3]*729;
dd->a[4]=ii/243;//bR
ii-=dd->a[4]*243;
dd->a[5]=ii/81;//wR
ii-=dd->a[5]*81;
dd->a[6]=ii/27;//bB
ii-=dd->a[6]*27;
dd->a[7]=ii/9;//wB
ii-=dd->a[7]*9;
dd->a[8]=ii/3;//bN
ii-=dd->a[8]*3;
dd->a[9]=ii/1;//wN
ii-=dd->a[9]*1;
// get mat diff
dd->mat=dd->a[1]-dd->a[0]+9*(dd->a[3]-dd->a[2])+5*(dd->a[5]-dd->a[4])+3*(dd->a[7]-dd->a[6])+3*(dd->a[9]-dd->a[8]);
}
extern unsigned short int index_pawn[];
extern unsigned short int convert2_3[];
extern unsigned short int *ind1;
static void analyze(void){
// load training set
FILE *f=fopen("c://xde//chess//data//TSn2.bin","rb");// main TS file, after Qs. Now just call eval on it.
fread(&pos_count0,sizeof(unsigned int),1,f);
ts_all=(ts_entry*)malloc(sizeof(ts_entry)*pos_count0); // storage of ts entries - 40 bytes each.
pos_count0=(unsigned int)fread(ts_all,sizeof(ts_entry),pos_count0,f);
fclose(f);
// loop over all entries
UINT64 ss=1000*64;
unsigned long bit;
unsigned int ii,i,index,bit2;
unsigned int *cc=(unsigned int*)malloc(ss*sizeof(unsigned int));
memset(cc,0,(ss/2)*sizeof(unsigned int));
memset(&cc[ss/2],0,(ss/2)*sizeof(unsigned int));
for(ii=0;ii<pos_count0;++ii){
board_plus ts_b;
// set board
convert_TS_to_board(&ts_b.b,ts_all+ii);
// set bitboards
set_bitboards(&ts_b.b);
// set king positions
_BitScanForward64(&bit,ts_b.b.piececolorBB[5][0]);ts_b.b.kp[0]=(unsigned char)bit;// white
_BitScanForward64(&bit,ts_b.b.piececolorBB[5][1]);ts_b.b.kp[1]=(unsigned char)bit;// black
// skip some positions.
if( popcnt64l(ts_b.b.piececolorBB[4][0])>1 || popcnt64l(ts_b.b.piececolorBB[4][1])>1 )// skip if >1 Q
continue;
if( popcnt64l(ts_b.b.piececolorBB[1][0])>2 || popcnt64l(ts_b.b.piececolorBB[1][1])>2 )// skip if >2 N
continue;
if( popcnt64l(ts_b.b.piececolorBB[2][0])>2 || popcnt64l(ts_b.b.piececolorBB[2][1])>2 )// skip if >2 B
continue;
if( popcnt64l(ts_b.b.piececolorBB[3][0])>2 || popcnt64l(ts_b.b.piececolorBB[3][1])>2 )// skip if >2 R
continue;
unsigned int j=(unsigned int)popcnt64l(ts_b.b.colorBB[0]|ts_b.b.colorBB[1]);
if( j<=5 )// skip if 5 or fewer pieces
continue;
board *b=&ts_b.b;
// get list of pawns
unsigned int sq[2][8],sq_cnt[2]; //sq: list of all pawns.
UINT64 w_bb=b->piececolorBB[0][0];//white pawn
UINT64 b_bb=flip_color(b->piececolorBB[0][1]);//black pawn, flipped so that it is from point of view of white
sq_cnt[0]=0;
while( w_bb ){// white
GET_BIT(w_bb)
sq[0][sq_cnt[0]++]=bit; // record position of this pawn
}
sq_cnt[1]=0;
while( b_bb ){// black
GET_BIT(b_bb)
sq[1][sq_cnt[1]++]=bit; // record position of this pawn - in flipped format(white's point of view)
}
// my pawn vs my pawn - new index development logic, with look-up table.
unsigned int i1,i2,f;
for(i=0;i+1<sq_cnt[0];++i){
bit=sq[0][i];
for(j=i+1;j<sq_cnt[0];++j){// loop over P2, P2>P1
bit2=sq[0][j];
index=index_pawn[bit*64+bit2]; // 0-695
i1=min(bit,bit2)+max(bit,bit2)*(max(bit,bit2)-1)/2;
i2=min(flips[bit][2],flips[bit2][2])+max(flips[bit][2],flips[bit2][2])*(max(flips[bit][2],flips[bit2][2])-1)/2;
if( i2<i1 ) f=2;else f=0; // flip
// look at friendly king
i1=flips[ts_b.b.kp[0]][f];
index=index*64+i1; //
cc[index]++;
}
}
for(i=0;i+1<sq_cnt[1];++i){// all bits are already from white's POV
bit=sq[1][i];
for(j=i+1;j<sq_cnt[1];++j){// loop over P2, P2>P1
bit2=sq[1][j];
index=index_pawn[bit*64+bit2]; // 0-695
i1=min(bit,bit2)+max(bit,bit2)*(max(bit,bit2)-1)/2;
i2=min(flips[bit][2],flips[bit2][2])+max(flips[bit][2],flips[bit2][2])*(max(flips[bit][2],flips[bit2][2])-1)/2;
if( i2<i1 ) f=3;else f=1; // flip
// look at friendly king
i1=flips[ts_b.b.kp[1]][f];
index=index*64+i1; //
cc[index]++;
}
}
}
// save it, for review only
f=fopen("c://xde//chess//out//tt.csv","w");
fprintf(f,"key,k1,k2,count\n");
for(i=0;i<ss;++i){
if( cc[i]==0 ) continue;
fprintf(f,"%u,%u,%u,%u\n",i,(i%65536),(i/65536),cc[i]);
}
fclose(f);
exit(0);
}
#define coeff_num (12+672+576*2+24*64*10*2+2048*2+3321*2) // number of regression coefficients. 43,294
static Spinlock lll; // spinlock
typedef struct {
float d1; // d o / d eval
float d2; // d2 o / d eval / d eval
float eval;
float A;
} regr_t;
typedef struct {
float eval0;
float nn;
float deep;
float egw;
} regr2_t;
UINT64 d1d_o; // offset into data
UINT64 *d1i; // offset to start
unsigned int *d1s; // size of each entry
short unsigned int *d1da;
unsigned char *d1db;
regr_t *rd; // regression data
regr2_t *rd2; // regression data v2
unsigned int pass;
static int __cdecl c3(const void *key, const void *datum){
if( *((unsigned int*)key)==*((unsigned int*)datum) )
return(0);
else if( *((unsigned int*)key)<*((unsigned int*)datum) )
return(-1);
else
return(1);
}
#define obj_type 0 // 0=square of actual-expected scores; 1=cross-entropy
void obj(double s0,double deep,double *res){// objective function. Return o, o', o''.
#if obj_type==0 // o=(A-S)^X
double z=s0/173.72;
double ez=exp(-z);
double E=1./(1.+ez); // expected score, sigmoid, based on 10^-x/400. Range is 0 to 1.
double y=(min(1,max(-1,deep))+1)/2; // 0-0.5-1
res[0]=100000000.*(E-y)*(E-y); // o
res[1]=100000000./173.72*2.*(E-y)*E*(1.-E); // o'
res[2]=100000000./173.72/173.72*2.*E*(1.-E)*(2.*E-3.*E*E-y+2.*E*y); // o''
#endif
#if obj_type==1 // o=-y*ln(a)-(1-y)*ln(1-a)=ln(1+exp(-z))+z*(1-y)
double z=s0/173.72;
double y=(min(1,max(-1,deep))+1)/2; // 0-0.5-1
double ez=exp(-z);
double v=log(1+ez)+z*(1-y);
double E=1./(1.+ez);
res[0]=10000000.*v; // o
res[1]=10000000./173.72*(E-y); // o'
res[2]=10000000./173.72/173.72*E*(1.-E); // o''
#endif
}
static unsigned int process_position(unsigned int i,double *d,unsigned int *ind2l){// return number of coeffs. And board_plus, by pointer.
board_plus ts_b;
DWORD bit;
unsigned int j,k,coeff_num2,ind[1000];
// skip unsolved. This comes into effect.
if( ts_all[i].remarks<2 ) return(0);
// set board
convert_TS_to_board(&ts_b.b,ts_all+i);
// set bitboards
set_bitboards(&ts_b.b);
// Get midgame weight
ts_b.mgw=1.-endgame_weight_all_i[get_piece_value(&ts_b.b)]/1024.;
// save score into TS
ts_b.score_deep=ts_all[i].score;
// set king positions
_BitScanForward64(&bit,ts_b.b.piececolorBB[5][0]);ts_b.b.kp[0]=(unsigned char)bit;// white
_BitScanForward64(&bit,ts_b.b.piececolorBB[5][1]);ts_b.b.kp[1]=(unsigned char)bit;// black
if( pass&1 ){
ts_b.score_shallow=(short)rd[i].eval; // restore
}else{
// init PST scores
get_scores(&ts_b.b);
// get material key
ts_b.b.mat_key=get_mat_key(&ts_b.b);
// get pawn hash. For first pass only.
if( pass==0) ts_b.b.pawn_hash_key=get_pawn_hash_key(&ts_b.b); // this is currently needed. But why?
// init search
eval_counter=0; // reset count
use_hash=1; // has to be 1.
ts_b.b.em_break=0; // reset
ts_b.b.slave_index=0;
ts_b.score_shallow=eval(&ts_b.b); // call eval directly
rd[i].eval=ts_b.score_shallow; //save
}
if( abs(ts_b.score_shallow)>2000 ) // skip if search sees a checkmate. This comes into effect.
return(0);
// skip some positions.
if( popcnt64l(ts_b.b.colorBB[0]|ts_b.b.colorBB[1])<=5 )// skip if 5 or fewer pieces
return(0);
if( fabs(ts_b.mgw)<0.001 ) ts_b.mgw=0.; // "round" to 0.001
double w1=ts_b.mgw*(ts_b.b.player==1?1.:-1.);// midgame weight, accounting for side to move
double w2=(1.-ts_b.mgw)*(ts_b.b.player==1?1.:-1.);// endgame weight, accounting for side to move
double w12=(ts_b.b.player==1?1.:-1.);// +-1, accounting for side to move
// use coeffs as already calculated on first iteration
if( pass ){
unsigned int cn3=d1s[i],offset=0;
UINT64 o1=d1i[i];
for(j=0;j<cn3;++j){
if( j && d1da[o1+j]<d1da[o1+j-1] )// if index decreases, add 2^16 to offset
offset+=65536;
ind2l[j]=((unsigned int)d1da[o1+j])+offset;
double v;
unsigned int x=d1db[o1+j];
if( x<49 ){
// get type: w1/w2/w3
unsigned int x3=(x-1)%3;
if( x3==0 ) v=w1;
else if( x3==1 ) v=w2;
else v=w12;
// get multiple: +-1-8
x3=(x-1)/3;
static const int m[]={1,-1,2,-2,3,-3,4,-4,5,-5,6,-6,7,-7,8,-8};
v*=m[x3];
}else if( x<24+58 )// KS, positive
v=w12/32.*(x-24-25);
else// KS, negative
v=-w12/32.*(x-24-58);
d[j]=v;
}
return(cn3);
}
// first pass - format true score
rd[i].A=ts_b.score_deep;
memset(pawn_deriv_coeffs,0,sizeof(pawn_deriv_coeffs));// reset: 330*4 bytes
use_hash=0;
pawn_score(&ts_b.b);//*********************************************************************************************************************************************
use_hash=1;
j=0;// coeff counter - init
// material
for(k=0;k<6;++k){
int cc=int(popcnt64l(ts_b.b.piececolorBB[k][0]))-int(popcnt64l(ts_b.b.piececolorBB[k][1]));
d[j+k]=w1*cc;
d[j+k+6]=w2*cc;
}
j+=12;
// isolated pawn
d[j++]=pawn_deriv_coeffs[1]*w1;
d[j++]=pawn_deriv_coeffs[1]*w2;
// passed pawns, on ranks 2-6=5*2=10, m+e
for(k=0;k<5;++k){
d[j+k*2]=pawn_deriv_coeffs[2+k]*w1;// midgame
d[j+k*2+1]=pawn_deriv_coeffs[2+k]*w2;// endgame
}
j+=10;
// passed protected pawn
d[j++]=pawn_deriv_coeffs[8]*w1;
d[j++]=pawn_deriv_coeffs[8]*w2;
//knight PST, 32 cells, mid+end.
UINT64 bb;
bb=ts_b.b.piececolorBB[1][0];
while( bb ){// loop over white knights
GET_BIT(bb)
if( bit>=32 )
bit=(bit&7)+((7-(bit>>3))<<3);// turn into 0-31
d[j+bit]+=w1;
d[j+bit+32]+=w2;
}
bb=ts_b.b.piececolorBB[1][1];
while( bb ){// loop over black knights
GET_BIT(bb)
bit=(7-(bit&7))+(bit&56);// convert bit to black format, flip 0-7
if( bit>=32 )
bit=(bit&7)+((7-(bit>>3))<<3);// turn into 0-31
d[j+bit]-=w1;
d[j+bit+32]-=w2;
}
j+=64;
//bishop PST, 32 cells, mid+end.
bb=ts_b.b.piececolorBB[2][0];
while( bb ){// loop over white bishops
GET_BIT(bb)
if( bit>=32 )
bit=(bit&7)+((7-(bit>>3))<<3);// turn into 0-31
d[j+bit]+=w1;
d[j+bit+32]+=w2;
}
bb=ts_b.b.piececolorBB[2][1];
while( bb ){// loop over black bishops
GET_BIT(bb)
bit=(7-(bit&7))+(bit&56);// convert bit to black format, flip 0-7
if( bit>=32 )
bit=(bit&7)+((7-(bit>>3))<<3);// turn into 0-31
d[j+bit]-=w1;
d[j+bit+32]-=w2;
}
j+=64;
//rook PST, 32 cells, mid+end.
bb=ts_b.b.piececolorBB[3][0];
while( bb ){// loop over white rooks
GET_BIT(bb)
if( bit>=32 )
bit=(bit&7)+((7-(bit>>3))<<3);// turn into 0-31
d[j+bit]+=w1;
d[j+bit+32]+=w2;
}
bb=ts_b.b.piececolorBB[3][1];
while( bb ){// loop over black rooks
GET_BIT(bb)
bit=(7-(bit&7))+(bit&56);// convert bit to black format, flip 0-7
if( bit>=32 )
bit=(bit&7)+((7-(bit>>3))<<3);// turn into 0-31
d[j+bit]-=w1;
d[j+bit+32]-=w2;
}
j+=64;
//queen PST, 32 cells, mid+end.
bb=ts_b.b.piececolorBB[4][0];
while( bb ){// loop over white queens
GET_BIT(bb)
if( bit>=32 )
bit=(bit&7)+((7-(bit>>3))<<3);// turn into 0-31
d[j+bit]+=w1;
d[j+bit+32]+=w2;
}
bb=ts_b.b.piececolorBB[4][1];
while( bb ){// loop over black queens
GET_BIT(bb)
bit=(7-(bit&7))+(bit&56);// convert bit to black format, flip 0-7
if( bit>=32 )
bit=(bit&7)+((7-(bit>>3))<<3);// turn into 0-31
d[j+bit]-=w1;
d[j+bit+32]-=w2;
}
j+=64;
//king PST, 32 cells, mid+end.
bit=ts_b.b.kp[0]; // white king
if( bit>=32 ) bit=(bit&7)+((7-(bit>>3))<<3);// turn into 0-31
if( (bit&7)<3 ) // only apply midgame for ranks 1-3
d[j+bit]+=w1;
else // put the rest in cell 4
d[j+4]+=w1;
d[j+bit+32]+=w2;
bit=ts_b.b.kp[1]; // black king
bit=(7-(bit&7))+(bit&56);// convert bit to black format, flip 0-7
if( bit>=32 ) bit=(bit&7)+((7-(bit>>3))<<3);// turn into 0-31
if( (bit&7)<3 ) // only apply midgame for ranks 1-3
d[j+bit]-=w1;
else // put the rest in cell 4
d[j+4]-=w1;
d[j+bit+32]-=w2;
j+=64;
//pawn PST, 32 cells, mid+1/2 mid noking+end.
bb=ts_b.b.piececolorBB[0][0];
while( bb ){// loop over white pawns
GET_BIT(bb)
if( bit>=32 )
bit=(bit&7)+((7-(bit>>3))<<3);// turn into 0-31
d[j+bit]+=w1;
d[j+bit+32]+=w2;
}
bb=ts_b.b.piececolorBB[0][1];
while( bb ){// loop over black pawns
GET_BIT(bb)
bit=(7-(bit&7))+(bit&56);// convert bit to white format, flip 0-7
if( bit>=32 )
bit=(bit&7)+((7-(bit>>3))<<3);// turn into 0-31
d[j+bit]-=w1;
d[j+bit+32]-=w2;
}
j+=64;// mid+end
// 23-28=candidate passed pawns, on ranks 2-6. 5 of them.
for(k=0;k<5;++k){
d[j+k*2]=pawn_deriv_coeffs[23+k]*w1;// midgame
d[j+k*2+1]=pawn_deriv_coeffs[23+k]*w2;// endgame
}
j+=5*2;
// insert additional pawn coeff code here**********************************************************************************************************************************
int pawn_deriv_coeffs_l[330];
memcpy(pawn_deriv_coeffs_l,pawn_deriv_coeffs,sizeof(pawn_deriv_coeffs));// save: 330*4 bytes
// get eval coeffs
memset(pawn_deriv_coeffs,0,sizeof(pawn_deriv_coeffs));// reset: 330*4 bytes
use_hash=0;
int score=eval(&ts_b.b);// eval coeffs************************************************************************************************************************************************
use_hash=1;
// knight mob, 9 of them.
for(k=0;k<9;++k){
d[j+k*2]+=pawn_deriv_coeffs[0+k]*w1;// midgame.
d[j+k*2+1]+=pawn_deriv_coeffs[0+k]*w2;// endgame.
}
j+=9*2;
// bishop mob, 14 of them.
for(k=0;k<14;++k){
d[j+k*2]+=pawn_deriv_coeffs[9+k]*w1;// midgame.
d[j+k*2+1]+=pawn_deriv_coeffs[9+k]*w2;// endgame.
}
j+=14*2;
// rook mob, 15 of them.
for(k=0;k<15;++k){
d[j+k*2]+=pawn_deriv_coeffs[23+k]*w1;// midgame.
d[j+k*2+1]+=pawn_deriv_coeffs[23+k]*w2;// endgame.
}
j+=15*2;
// queen mob, 28 of them.
for(k=0;k<28;++k){
d[j+k*2]+=pawn_deriv_coeffs[38+k]*w1;// midgame.
d[j+k*2+1]+=pawn_deriv_coeffs[38+k]*w2;// endgame.
}
j+=28*2;
// knight outposts, 22 of them. 11 base, 11 bonuses for no opp minors.
for(k=0;k<22;++k) d[j++]=pawn_deriv_coeffs[230+k]*w1; // midgame only
// rook pin - 1+1. Midgame only
d[j++]=pawn_deriv_coeffs[88]*w1; // Q
d[j++]=pawn_deriv_coeffs[183]*w1; // K
// king safety - 62. Turn them into 13 - 1 every 5, interpolate in between.
static const unsigned int kstr[]={0,0,0,0,0,1,1,1,1,1,2,2,2,2,2,3,3,3,3,3,4,4,4,4,4,5,5,5,5,5,6,6,6,6,6,7,7,7,7,7,8,8,8,8,8,9,9,9,9,9,10,10,10,10,10,11,11,11,11,11,11,12};
for(k=0;k<62;++k) d[j+kstr[k]]+=pawn_deriv_coeffs[99+k]*w12/32.;// always need /32 here.Apply to both mid and end game
j+=62;
// kings close to passed pawn (16)
for(k=0;k<16;++k) d[j++]=pawn_deriv_coeffs[161+k]*w12;
// unstoppable passed pawn (1)
d[j++]=pawn_deriv_coeffs[177]*w12;
// penalty for no pawns (1)
d[j++]=((ts_b.b.piececolorBB[0][1]==0)-(ts_b.b.piececolorBB[0][0]==0))*w12;
// penalty for no mating potential in pieces (1)
if( !(ts_b.b.piececolorBB[3][0]|ts_b.b.piececolorBB[4][0]) && ( !ts_b.b.piececolorBB[2][0] || popcnt64l(ts_b.b.piececolorBB[2][0]|ts_b.b.piececolorBB[1][0])<2 ) ) d[j]-=w12;
if( !(ts_b.b.piececolorBB[3][1]|ts_b.b.piececolorBB[4][1]) && ( !ts_b.b.piececolorBB[2][1] || popcnt64l(ts_b.b.piececolorBB[2][1]|ts_b.b.piececolorBB[1][1])<2 ) ) d[j]+=w12;
j++;
// bonus for bishop pair (1)
d[j++]+=((popcnt64l(ts_b.b.piececolorBB[2][0])>1)-(popcnt64l(ts_b.b.piececolorBB[2][1])>1))*w12;
// bishop pin - 1+1. (4)
d[j++]=pawn_deriv_coeffs[184]*w1; // Q
d[j++]=pawn_deriv_coeffs[184]*w2; // Q
d[j++]=pawn_deriv_coeffs[185]*w1; // K
d[j++]=pawn_deriv_coeffs[185]*w2; // K
// kings close to passed pawn (16)
for(k=0;k<16;++k) d[j++]+=pawn_deriv_coeffs[186+k]*w12;
// king mob=4
for(k=0;k<4;++k) d[j++]+=pawn_deriv_coeffs[203+k]*w2;
// rook protecting other rook
d[j++]=pawn_deriv_coeffs[207]*w1;
d[j++]=pawn_deriv_coeffs[207]*w2;
// get a list of non-empty coeffs******************************************************************
coeff_num2=0;// loop over 746 coeffs
for(UINT64 kk=0;kk<j;++kk){// this is slightly faster than conditional expression. Using UINT64 helps. This is the slowest part.
ind[coeff_num2]=(unsigned int)kk;
coeff_num2+=((((unsigned int*)d)[kk*2+1]&0x7ff00000)!=0);
}
// large pattern #1: my pawns vs my pawns
bb=ts_b.b.piececolorBB[0][0];
unsigned long bit2;
while( bb ){// loop over P1
GET_BIT(bb)
UINT64 bb2=bb;
while( bb2 ){// loop over P2, P2>P1
GET_BIT2(bb2)
unsigned int index=index_pawn[bit*64+bit2];
assert(index<576);
d[j+index*2]+=w1;
d[j+index*2+1]+=w2;
ind[coeff_num2++]=j+index*2;
ind[coeff_num2++]=j+index*2+1;
}
}
bb=ts_b.b.piececolorBB[0][1];
while( bb ){// loop over P1
GET_BIT(bb)
bit=flips[bit][1]; // change from black to white
UINT64 bb2=bb;
while( bb2 ){// loop over P2, P2>P1
GET_BIT2(bb2)
bit2=flips[bit2][1]; // change from black to white
unsigned int index=index_pawn[bit*64+bit2];
assert(index<576);
d[j+index*2]-=w1;