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parameters.txt
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parameters.txt
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# redqueen parameters configuration file
#middlegame piece square table
# A1 = first value, A2 = second value, etc
PAWN_PST_MIDDLEGAME =
+0 +0 +0 +0 +0 +0 +0 +0
-21 -9 -3 +4 +4 -3 -9 -21
-20 -8 -2 +5 +5 -2 -8 -20
-19 -7 -1 +6 +6 -1 -7 -19
-17 -5 +1 +8 +8 +1 -5 -17
-16 -4 +0 +9 +9 +0 -4 -16
-15 -3 +3 +10 +10 +3 -3 -15
+0 +0 +0 +0 +0 +0 +0 +0;
KNIGHT_PST_MIDDLEGAME =
-56 -40 -29 -25 -25 -29 -40 -56
-34 -18 -7 -3 -3 -7 -18 -34
-18 -2 +9 +13 +13 +9 -2 -18
-9 +7 +18 +22 +22 +18 +7 -9
-3 +13 +24 +28 +28 +24 +13 -3
-5 +11 +22 +26 +26 +22 +11 -5
-14 +0 +13 +17 +17 +13 +0 -14
-118 -19 -8 -4 -4 -8 -19 -118;
BISHOP_PST_MIDDLEGAME =
-5 -6 -9 -11 -11 -9 -6 -5
-1 +5 +0 +0 +0 +0 +5 -1
-4 +0 +9 +8 +8 +9 +0 -4
-6 +0 +8 +17 +17 +8 +0 -6
-6 +0 +8 +17 +17 +8 +0 -6
-4 +0 +9 +8 +8 +9 +0 -4
-1 +5 +0 +0 +0 +0 +5 -1
+0 -1 -4 -6 -6 -4 -1 +0;
ROOK_PST_MIDDLEGAME =
-2 +0 +6 +10 +10 +6 +0 -2
-2 +0 +6 +10 +10 +6 +0 -2
-2 +0 +6 +10 +10 +6 +0 -2
-2 +0 +6 +10 +10 +6 +0 -2
-2 +0 +6 +10 +10 +6 +0 -2
-2 +0 +6 +10 +10 +6 +0 -2
-2 +0 +6 +10 +10 +6 +0 -2
-2 +0 +6 +10 +10 +6 +0 -2;
QUEEN_PST_MIDDLEGAME =
-14 -10 -7 -5 -5 -7 -10 -14
-5 +1 +3 +5 +5 +3 +1 -5
-2 +3 +7 +8 +8 +7 +3 -2
+0 +5 +8 +11 +11 +8 +5 +0
+0 +5 +8 +11 +11 +8 +5 +0
-2 +3 +7 +8 +8 +7 +3 -2
-5 +1 +3 +5 +5 +3 +1 -5
-9 -5 -2 +0 +0 -2 -5 -9;
KING_PST_MIDDLEGAME =
+46 +51 +21 +1 +1 +21 +51 +46
+43 +48 +18 -2 -2 +18 +48 +43
+40 +45 +15 -5 -5 +15 +45 +40
+37 +42 +12 -8 -8 +12 +42 +37
+32 +37 +7 -13 -13 +7 +37 +32
+27 +32 +0 -18 -18 +0 +32 +27
+17 +22 -8 -28 -28 -8 +22 +17
+7 +12 -18 -38 -38 -18 +12 +7;
#endgame piece square table
PAWN_PST_ENDGAME =
+0 +0 +0 +0 +0 +0 +0 +0
-5 -7 -9 -11 -11 -9 -7 -5
-5 -7 -9 -11 -11 -9 -7 -5
-4 -6 -8 -10 -10 -8 -6 -4
-3 -5 -7 -9 -9 -7 -5 -3
-2 -4 -6 -8 -8 -6 -4 -2
+0 -2 -4 -6 -6 -4 -2 +0
+0 +0 +0 +0 +0 +0 +0 +0 ;
KNIGHT_PST_ENDGAME =
-20 -15 -10 -7 -7 -10 -15 -20
-13 -6 -2 +0 +0 -2 -6 -13
-8 -2 +3 +5 +5 +3 -2 -8
-4 +1 +6 +10 +10 +6 +1 -4
-2 +3 +8 +12 +12 +8 +3 -2
-1 +5 +10 +12 +12 +10 +5 -1
-6 +1 +5 +7 +7 +5 +1 -6
-13 -8 -3 +0 +0 -3 -8 -13;
BISHOP_PST_ENDGAME =
+0 -1 -2 -2 -2 -2 -1 +0
-1 +1 +0 +0 +0 +0 +1 -1
-2 +0 +5 +4 +4 +5 +0 -2
-2 +0 +4 +7 +7 +4 +0 -2
-2 +0 +4 +7 +7 +4 +0 -2
-2 +0 +5 +4 +4 +5 +0 -2
-1 +1 +0 +0 +0 +0 +1 -1
+0 -1 -2 -2 -2 -2 -1 +0;
ROOK_PST_ENDGAME =
+0 +0 +0 +0 +0 +0 +0 +0
+0 +0 +0 +0 +0 +0 +0 +0
+0 +0 +0 +0 +0 +0 +0 +0
+0 +0 +0 +0 +0 +0 +0 +0
+1 +1 +1 +1 +1 +1 +1 +1
+1 +1 +1 +1 +1 +1 +1 +1
+1 +1 +1 +1 +1 +1 +1 +1
-2 -2 -2 -2 -2 -2 -2 -2;
QUEEN_PST_ENDGAME =
-14 -9 -7 -6 -6 -7 -9 -14
-9 -4 -2 -2 -2 -2 -4 -9
-7 -2 +0 +3 +3 +0 -2 -7
-6 -2 +3 +6 +6 +3 -2 -6
-6 -2 +3 +6 +6 +3 -2 -6
-7 -2 +0 +3 +3 +0 -2 -7
-9 -4 -2 -2 -2 -2 -4 -9
-14 -9 -7 -6 -6 -7 -9 -14;
KING_PST_ENDGAME =
-72 -49 -33 -27 -27 -33 -49 -72
-39 -14 -2 +4 +4 -2 -14 -39
-28 -7 +8 +14 +14 +8 -7 -28
-22 -2 +14 +23 +23 +14 -2 -22
-17 +4 +19 +28 +28 +19 +4 -17
-23 -2 +13 +19 +19 +13 -2 -23
-34 -9 +3 +9 +9 +3 -9 -34
-52 -29 -13 -7 -7 -13 -29 -52;
#evaluation terms
# first value: middlegame bonus/penalty
# second value: endgame bonus/penalty
DOUBLED_PAWN_PENALTY = -10 -16;
PAWN_MOBILITY_PENALTY = -5 -7;
ISOLATED_PAWN_PENALTY = -20 -10;
ISOLATED_OPEN_PAWN_PENALTY = -20 -20;
BACKWARD_PAWN_PENALTY = -13 -10;
BACKWARD_OPEN_PAWN_PENALTY = -17 -13;
DONE_CASTLE_BONUS = +20 -1;
CONNECTED_PAWN_BONUS = +5 -1;
BISHOP_PAIR_BONUS = +50 +50;
UNSTOPPABLE_PAWN_BONUS = +500 +500;
UNSTOPPABLE_CANDIDATE_BONUS = +50 +50;
ROOK_ON_7TH_RANK_BONUS = +15 +25;
ROOK_ON_OPEN_FILE_BONUS = +17 +17;
ROOK_ON_HALF_OPEN_FILE_BONUS = +10 +10;
QUEEN_ON_7TH_RANK_BONUS = +10 +15;
PASSER_AND_KING_BONUS = +0 +6;
PAWN_END_GAME_BONUS = +0 +20;
TRADE_PAWN_PENALTY = -6 -9;
TRADE_PIECE_PENALTY = -4 -7;
TRADE_PAWN_BONUS = +1 +2;
TRADE_PIECE_BONUS = +2 +2;
QUEEN_CHECK_BONUS = +10 +15;
ROOK_CHECK_BONUS = +6 +11;
INDIRECT_QUEEN_CHECK_BONUS = +5 +7;
INDIRECT_ROOK_CHECK_BONUS = +3 +5;
INDIRECT_KNIGHT_CHECK_BONUS = +2 +3;
INDIRECT_BISHOP_CHECK_BONUS = +2 +3;
SHELTER_BONUS = +4 +0;
SHELTER_OPEN_FILE_PENALTY = -11 -0;
TEMPO_BONUS = +11 +11;
#mobility bonuses per number of dominated squares
# 0 squares = first value, 1 square = second value, 2 squares = third value, etc
KNIGHT_MOBILITY_MIDDLEGAME = -32 -16 +0 +8 +16 +24 +32 +40 +48;
BISHOP_MOBILITY_MIDDLEGAME = -42 -24 -12 +0 +6 +12 +18 +24 +30 +36 +42 +48 +54 +60 +60 +60;
ROOK_MOBILITY_MIDDLEGAME = -40 -30 -15 -5 +5 +10 +15 +20 +25 +30 +35 +40 +45 +50 +55 +60;
KNIGHT_MOBILITY_ENDGAME = -16 -8 +0 +4 +8 +12 +16 +20 +24;
BISHOP_MOBILITY_ENDGAME = -28 -16 -8 +0 +4 +8 +12 +16 +20 +24 +28 +32 +36 +40 +44 +48;
ROOK_MOBILITY_ENDGAME = -24 -18 -9 -3 +3 +6 +9 +12 +15 +18 +21 +24 +27 +30 +33 +36;
#king tropism bonuses
#bonus for staying closer to the opposite king
KNIGHT_TROPISM_ENDGAME = +24 +24 +24 +16 +12 +8 +4 +0;
BISHOP_TROPISM_ENDGAME = +28 +24 +20 +16 +12 +8 +4 +0;
ROOK_TROPISM_ENDGAME = +42 +36 +30 +24 +18 +12 +6 +0;
QUEEN_TROPISM_ENDGAME = +49 +42 +35 +28 +21 +14 +7 +0;
KNIGHT_TROPISM_MIDDLEGAME = +12 +12 +12 +8 +6 +4 +2 +0;
BISHOP_TROPISM_MIDDLEGAME = +14 +12 +10 +8 +6 +4 +2 +0;
ROOK_TROPISM_MIDDLEGAME = +28 +24 +20 +16 +12 +8 +4 +0;
QUEEN_TROPISM_MIDDLEGAME = +35 +30 +25 +20 +15 +10 +5 +0;
#king attack zone weights by piece type
#bonus for the number of pieces of a given type attacking the zone around the opposite king
# the first value = 0 piece of type XX attacking the king, the second value = 1 piece of type XX attacking the king, etc
PAWN_ATTACK_WEIGHT_MIDDLEGAME = +0 +3 +6 +9 +12 +15 +18 +21 +24 +27;
KNIGHT_ATTACK_WEIGHT_MIDDLEGAME = +0,+4 +8 +12 +16 +20 +24 +28 +32 +36;
BISHOP_ATTACK_WEIGHT_MIDDLEGAME = +0,+4 +8 +12 +16 +20 +24 +28 +32 +36;
ROOK_ATTACK_WEIGHT_MIDDLEGAME = +0 +5 +10 +15 +20 +25 +30 +35 +40 +45;
QUEEN_ATTACK_WEIGHT_MIDDLEGAME = +0 +6 +12 +18 +24 +30 +36 +42 +48 +54;
PAWN_ATTACK_WEIGHT_ENDGAME = +0 +0 +0 +0 +0 +0 +0 +0 +0 +0;
KNIGHT_ATTACK_WEIGHT_ENDGAME = +0 +7 +14 +21 +28 +35 +42 +49 +56 +63;
BISHOP_ATTACK_WEIGHT_ENDGAME = +0 +7 +14 +21 +28 +35 +42 +49 +56 +63;
ROOK_ATTACK_WEIGHT_ENDGAME = +0 +8 +16 +24 +32 +40 +48 +56 +64 +72;
QUEEN_ATTACK_WEIGHT_ENDGAME = +0 +10 +20 +30 +40 +50 +60 +70 +80 +90;
#connected passer bonus by rank - from whites point of view
# RANK 1 = first value, RANK 2 = second value, etc
CONNECTED_PASSER_BONUS_MIDDLEGAME = +0 +20 +25 +30 +35 +50 +60 +0;
CONNECTED_PASSER_BONUS_ENDGAME = +0 +25 +35 +40 +45 +60 +90 +0;
#free passer bonus by rank - from whites point of view
# RANK 1 = first value, RANK 2 = second value, etc
FREE_PASSER_BONUS_MIDDLEGAME = +0 +20 +25 +40 +50 +60 +80 +0;
FREE_PASSER_BONUS_ENDGAME = +0 +25 +35 +50 +60 +70 +90 +0;
#passed pawn bonus by rank - from whites point of view
# RANK 1 = first value, RANK 2 = second value, etc
PASSED_PAWN_BONUS_MIDDLEGAME = +0 +5 +10 +20 +40 +60 +90 +0;
PASSED_PAWN_BONUS_ENDGAME = +0 +10 +20 +40 +80 +100 +120 +0;
#candidate passer bonus by rank - from whites point of view
# RANK 1 = first value, RANK 2 = second value, etc
CANDIDATE_PASSER_BONUS_MIDDLEGAME = +0 +5 +10 +17 +30 +53 +0 +0;
CANDIDATE_PASSER_BONUS_ENDGAME = +0 +7 +15 +25 +40 +71 +0 +0;
#pawn weight by file A=first value, B=second value, etc
PAWN_WEIGHT_MIDDLEGAME = +0 -3 -2 +1 +1 -2 -3 +0;
PAWN_WEIGHT_ENDGAME = +0 -2 -1 +2 +2 -1 -2 +0;
#bonus for controling space
SPACE_BONUS_MIDDLEGAME = +0 +0 +5 +7 +9 +15 +20 +25 +30 +35 +45 +50 +60 +70 +80 +90 +100 +100;
SPACE_BONUS_ENDGAME = +0 +0 +5 +7 +9 +13 +17 +23 +27 +33 +45 +50 +60 +70 +80 +90 +100 +100;
#threat bonus
#this is a static eval bonus for pieces that directly attacks another piece
#The first bonus value is for the pawn, followed by knight, bishop, rook, queen and king
PAWN_THREAT_BONUS_MIDDLEGAME = +0 +2 +2 +3 +15 +20 +0;
KNIGHT_THREAT_BONUS_MIDDLEGAME = +0 +5 +5 +5 +10 +15 +0;
BISHOP_THREAT_BONUS_MIDDLEGAME = +0 +5 +5 +5 +10 +15 +0;
ROOK_THREAT_BONUS_MIDDLEGAME = +0 +3 +3 +0 +5 +10 +0;
QUEEN_THREAT_BONUS_MIDDLEGAME = +0 +2 +2 +2 +0 +10 +0;
PAWN_THREAT_BONUS_ENDGAME = +0 +3 +3 +5 +20 +25 +0;
KNIGHT_THREAT_BONUS_ENDGAME = +0 +10 +10 +10 +15 +20 +0;
BISHOP_THREAT_BONUS_ENDGAME = +0 +10 +10 +10 +15 +20 +0;
ROOK_THREAT_BONUS_ENDGAME = +0 +5 +5 +0 +10 +15 +0;
QUEEN_THREAT_BONUS_ENDGAME = +0 +4 +4 +4 +0 +15 +0;
#knight outpost bonus - from white's point of view
# square A1 = first value, A2 = second value, ... H8 = last value
KNIGHT_OUTPOST_BONUS_MIDDLEGAME =
+0 +0 +0 +0 +0 +0 +0 +0
+0 +0 +0 +0 +0 +0 +0 +0
+0 +0 +5 +7 +7 +5 +0 +0
+0 +4 +7 +12 +12 +7 +4 +0
+0 +4 +7 +12 +12 +7 +4 +0
+0 +0 +0 +0 +0 +0 +0 +0
+0 +0 +0 +0 +0 +0 +0 +0
+0 +0 +0 +0 +0 +0 +0 +0;
KNIGHT_OUTPOST_BONUS_ENDGAME =
+0 +0 +0 +0 +0 +0 +0 +0
+0 +0 +0 +0 +0 +0 +0 +0
+0 +0 +3 +5 +5 +3 +0 +0
+0 +2 +5 +10 +10 +5 +2 +0
+0 +2 +5 +10 +10 +5 +2 +0
+0 +0 +0 +0 +0 +0 +0 +0
+0 +0 +0 +0 +0 +0 +0 +0
+0 +0 +0 +0 +0 +0 +0 +0;