by Pedro Castro » 09 Nov 2008, 16:09
Fruit Toga II Personality file
Only lines with hash in front are read.
Remove a HASH and you'll get a CRASH!
Dont remove them.
Missing values will also cause a CRASH!
Parameter comments and logical grouping
by Fabien Letouzey (Fruit).
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**************
Main search
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NULL MOVE
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#UseNull_Move 1
#UseNull_Eval 1
0 -> Always null move eval
1 -> Only at fail-high nodes
(eval >=beta)
#Null_Reduction 3
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VERIFICATION SEARCH
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#UseVerification_Search 1
#UseVerification_Endgame 1
if UseVerification_Endgame is
set to 0, verification search
is always performed
#Verification_Reduction 5
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THESE ARE CLASSICAL
Futility only at depth = 1
Delta pruning is for Quiescent
Search
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#Use_IID 1
#ExtendSingle_Reply 1
#UseFutility_Pruning 0
#Futility_Margin 50
#UseHistory_Pruning 1
#History_Depth 3
#History_Threshold 60
#HistoryMove_Number 3
#Use_Delta 0
#Delta_Margin 50
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************
Evaluation
************
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HIGH-LEVEL WEIGHTS (100 = 100%)
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They are the easiest way to
affect playing style. They roughly
correspond to eval modules. Piece
activity comprises piece placement
and mobility.
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#KingSafety_Weight 100
#PassedPawn_Weight 100
#Pawn_StructureWeight 100
#Material_Weight 100
#PieceActivity_Weight 100
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MATERIAL WEIGHTS
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#Pawn_Opening 100
#PawnEnd_game 100
#Knight_Opening 325
#Knight_Endgame 325
#Bishop_Opening 325
#Bishop_Endgame 325
#Rook_Opening 500
#Rook_Endgame 500
#Queen_Opening 1000
#Queen_Endgame 1000
#BishopPair_Opening 50
#BishopPair_Endgame 50
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TOGA SPECIFIC
Better known as "Bad-Trade"
penalty.
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#OpeningExchange_Penalty 40
#EndgameExchange_Penalty 40
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PAWN EVAL
Min-Max indicate rank 2-7
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#Doubled_Opening 10
#Doubled_Endgame 20
#Isolated_Opening 10
#Isolated_OpeningOpen 20
#Isolated_Endgame 40
#Backward_Opening 8
#Backward_OpeningOpen 16
#Backward_Endgame 10
#Candidate_OpeningMin 5
#Candidate_OpeningMax 55
#Candidate_EndgameMin 10
#Candidate_EndgameMax 110
#PassedOpening_Min 10
#PassedOpening_Max 70
#PassedEndgame_Min 20
#PassedEndgame_Max 140
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MOBILITY MULTIPLIER FOR EACH
ATTACKED SQUARE
"move" = empty square
"attack" = opponent square
"defense"= friendly piece
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#Mob_Move 1
#Mob_Attack 1
#Mob_Defense 0
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MOBILITY
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#KnightMob_Opening 4
#KnightMob_Endgame 4
#BishopMob_Opening 5
#BishopMob_Endgame 5
#RookMob_Opening 2
#RookMob_Endgame 4
#QueenMob_Opening 1
#QueenMob_Endgame 2
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KING PAWN SHELTER (100 = 100%)
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#Use_Shelter 1
#Shelter_Opening 75
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7TH RANK BONUSES
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#Rook7th_Opening 20
#Rook7th_Endgame 40
#Queen7th_Opening 10
#Queen7th_Endgame 20
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THESE THREE ARE PATTERNS.
Maybe too rare to notice effect
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#Trapped_Bishop 100
#Blocked_Bishop 50
#Blocked_Rook 50
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THESE ARE PASSED-PAWN SCORING.
"Free Passer" means it can
advance 1 rank. Distance are
related to king positions
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#Unstoppable_Passer 800
#Free_Passer 60
#Attacker_Distance 5
#Defender_Distance 20
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***************
PST Options
***************
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#PawnFile_Opening 5
{central files}
#KnightCentre_Opening 5
#KnightCentre_Endgame 5
{centrality}
#KnightRank_Opening 5
{advancement}
#KnightBackRank_Opening 0
{development - centrality
should be enough}
#Knight_Trapped 100
{knight in the corner,
little effect}
#BishopCentre_Opening 2
#BishopCentre_Endgame 3
{centrality}
#BishopBackRank_Opening 10
{development}
#BishopDiagonal_Opening 4
{bishop on a1-h8 or h1-a8
probably useless}
#RookFile_Opening 3
{central files}
#QueenCentre_Opening 0
#QueenCentre_Endgame 4
{centrality}
#QueenBackRank_Opening 5
{development}
#KingCentre_Endgame 12
{centrality}
#KingFile_Opening 5
{king on wings}
#KingRank_Opening 10
{anti-advancement}
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***** End of Toga II config file ****
Best wishes,
Pedro Castro