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Improving the MUtility function #1929
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ContradNamiseb
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I found the old mutility lacking and I know its not giving the best m-effect to the best possible moves with higher q and lower mlh.
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changing defaults.
another mistake fixed.
To skip contempt if playing as black and eval negative.
Final defaults maybe before a tune.
Using the MUtility wrap again.
quick bug fix.
New mutility implemetation
borg323
reviewed
Nov 9, 2023
fix bad logic.
Don't know why I changed it.
Stalling engines fix.
Update search.cc
Re-simplifying the GetMUtility code. Was very confused by some of the logic, hence why I overcomplicated the code.
Master commits.
To proceed, this change at least needs to show that it doesn't cause Elo or nps regression. And preferably, also some better math-grounded justification for the changes, maybe discuss with @Naphthalin as he is the author of the original MUtility. |
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In this PR I'm introducing 2 new tune able parameters, only the MovesLeftThreshold parameter is left from the old MUtility function. What this PR will do is prioritize shorter wins and longer losses.
The first parameter is MovesLeftMidpointMove this controls where the m-value crosses the y-axis as in moves with greater value than this parameter will have a negative m-effect value. This is done so moves that have shorter movesleft-value than MovesLeftMidpointMove can be prioritized higher than moves with longer movesleft-value than MovesLeftMidpointMove I would recomend (100) for this parameter.
The second parameter is the MovesLeftSteepnessFactor this should be the more tune-able parameter to match hardware as this parameter will differ depending on the nps. This sets the steepness of the curve, which is how quickly the m-value changes as the moves-left decrease or how high or low the m-value goes in simple terms. The higher this value is the greater the m-effect on node Q which might cause aggressive play and missing some deeper tactic's that might cause losses.