Generally the grand plan is to move all the parameters to one big table, and then apply Texel tuning. Unfortunately, this is a lot of rather uninteresting typing, and I am rather busy nowadays, so it will take time. I already did some limited, manual experiments with tuning, and it helped with piece values.
BTW, Adam's values did not pass the test of about 3.000 games. But the games were rather interesting, so please expect "Hairy personality" in the near future.
That is because I was careless and allowed a big regression to occur:
// Piece values
values[P_MID] = 86; // was 100
values[N_MID] = 294; // was 325
values[B_MID] = 317; // was 335
values[R_MID] = 435; // was 500
values[Q_MID] = 1110;
values[P_END] = 153; // was 100
values[N_END] = 340; // was 325
values[B_END] = 382; // was 335 // decrease
values[R_END] = 641; // was 500
values[Q_END] = 1214; // was 1000
One thing you should know. When using CLOP and for the regression test in my previous post, I am limiting the nodes per move to 10000. I am using a 4 core laptop that I also use for internet access and so fixed nodes testing is necessary. But it is not clear if the gain I measured will hold up at typical time controls.
Also, I am using a 3 move book for CLOP and a 6 move book for the regression testing.