Learn fractional win-rate advantage instead of unbounded plus/minus
Piece-square and feature weights now converge to a presence-weighted fractional win-rate per cell (percent of games won with a piece there minus percent lost), tracked via running visits/score sums instead of an incrementally clamped nudge. The training signal is also scaled by how much of a game's result is NOT already explained by the winner's average material edge (via the standard centipawn win-probability curve), so a piece no longer gets credit merely for existing on the winning side of a material blowout in the endgame. Co-Authored-By: Claude Sonnet 5 <[email protected]> Claude-Session: https://claude.ai/code/session_018CmAti1baCjidbJM2HeJfk
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@@ -103,9 +103,13 @@ CHESS_API void CHESS_CALL trainer_destroy(TrainerHandle trainer);
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/* Record one played position (post-move FEN) into the accumulator. */
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CHESS_API void CHESS_CALL trainer_record(TrainerHandle trainer, const char* fen);
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/* Apply a finished game's outcome to the global weights and save: rewards the winner's
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* occupied squares / features and punishes the loser's, scaled by `weight` (e.g. 0.5 for a
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* material-imbalance draw). winner: 0 = white, 1 = black. */
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/* Apply a finished game's outcome to the global weights and save. Each touched cell (a piece
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* on a square, or a feature) tracks a presence-weighted running average of the game's
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* "advantage" — the game's outcome (scaled by `weight`, e.g. 0.5 for a material-imbalance
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* draw) minus how much of that outcome the winner's average material edge already explains —
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* so mg/eg/featW end up as a fractional win-rate (percent of games won with that piece there,
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* minus percent lost), not an unbounded plus/minus tally, and a piece doesn't get credit
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* merely for existing on the winning side of a material blowout. winner: 0 = white, 1 = black. */
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CHESS_API void CHESS_CALL trainer_apply(TrainerHandle trainer, int winner, double weight);
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#ifdef __cplusplus
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