+ // KingAttackWeights[PieceType] contains king attack weights by piece type
+ constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 81, 52, 44, 10 };
+
+ // Penalties for enemy's safe checks
+ constexpr int QueenSafeCheck = 772;
+ constexpr int RookSafeCheck = 1084;
+ constexpr int BishopSafeCheck = 645;
+ constexpr int KnightSafeCheck = 792;
+
+#define S(mg, eg) make_score(mg, eg)
+
+ // MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game,
+ // indexed by piece type and number of attacked squares in the mobility area.
+ constexpr Score MobilityBonus[][32] = {
+ { S(-62,-81), S(-53,-56), S(-12,-31), S( -4,-16), S( 3, 5), S( 13, 11), // Knight
+ S( 22, 17), S( 28, 20), S( 33, 25) },
+ { S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishop
+ S( 55, 54), S( 63, 57), S( 63, 65), S( 68, 73), S( 81, 78), S( 81, 86),
+ S( 91, 88), S( 98, 97) },
+ { S(-60,-78), S(-20,-17), S( 2, 23), S( 3, 39), S( 3, 70), S( 11, 99), // Rook
+ S( 22,103), S( 31,121), S( 40,134), S( 40,139), S( 41,158), S( 48,164),
+ S( 57,168), S( 57,169), S( 62,172) },
+ { S(-30,-48), S(-12,-30), S( -8, -7), S( -9, 19), S( 20, 40), S( 23, 55), // Queen
+ S( 23, 59), S( 35, 75), S( 38, 78), S( 53, 96), S( 64, 96), S( 65,100),
+ S( 65,121), S( 66,127), S( 67,131), S( 67,133), S( 72,136), S( 72,141),
+ S( 77,147), S( 79,150), S( 93,151), S(108,168), S(108,168), S(108,171),
+ S(110,182), S(114,182), S(114,192), S(116,219) }
+ };
+
+ // RookOnFile[semiopen/open] contains bonuses for each rook when there is
+ // no (friendly) pawn on the rook file.
+ constexpr Score RookOnFile[] = { S(19, 7), S(48, 29) };
+
+ // ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
+ // which piece type attacks which one. Attacks on lesser pieces which are
+ // pawn-defended are not considered.
+ constexpr Score ThreatByMinor[PIECE_TYPE_NB] = {
+ S(0, 0), S(5, 32), S(57, 41), S(77, 56), S(88, 119), S(79, 161)
+ };
+
+ constexpr Score ThreatByRook[PIECE_TYPE_NB] = {
+ S(0, 0), S(3, 46), S(37, 68), S(42, 60), S(0, 38), S(58, 41)
+ };
+
+ // PassedRank[Rank] contains a bonus according to the rank of a passed pawn
+ constexpr Score PassedRank[RANK_NB] = {
+ S(0, 0), S(10, 28), S(17, 33), S(15, 41), S(62, 72), S(168, 177), S(276, 260)
+ };
+
+ // Assorted bonuses and penalties
+ constexpr Score BishopPawns = S( 3, 7);
+ constexpr Score BishopOnKingRing = S( 24, 0);
+ constexpr Score BishopXRayPawns = S( 4, 5);
+ constexpr Score CorneredBishop = S( 50, 50);
+ constexpr Score FlankAttacks = S( 8, 0);
+ constexpr Score Hanging = S( 69, 36);
+ constexpr Score BishopKingProtector = S( 6, 9);
+ constexpr Score KnightKingProtector = S( 8, 9);
+ constexpr Score KnightOnQueen = S( 16, 11);
+ constexpr Score LongDiagonalBishop = S( 45, 0);
+ constexpr Score MinorBehindPawn = S( 18, 3);
+ constexpr Score KnightOutpost = S( 56, 36);
+ constexpr Score BishopOutpost = S( 30, 23);
+ constexpr Score ReachableOutpost = S( 31, 22);
+ constexpr Score PassedFile = S( 11, 8);
+ constexpr Score PawnlessFlank = S( 17, 95);
+ constexpr Score RestrictedPiece = S( 7, 7);
+ constexpr Score RookOnKingRing = S( 16, 0);
+ constexpr Score RookOnQueenFile = S( 5, 9);
+ constexpr Score SliderOnQueen = S( 59, 18);
+ constexpr Score ThreatByKing = S( 24, 89);
+ constexpr Score ThreatByPawnPush = S( 48, 39);
+ constexpr Score ThreatBySafePawn = S(173, 94);
+ constexpr Score TrappedRook = S( 55, 13);
+ constexpr Score WeakQueen = S( 51, 14);
+ constexpr Score WeakQueenProtection = S( 15, 0);
+
+#undef S
+
+ // Evaluation class computes and stores attacks tables and other working data
+ template<Tracing T>
+ class Evaluation {
+
+ public:
+ Evaluation() = delete;
+ explicit Evaluation(const Position& p) : pos(p) {}
+ Evaluation& operator=(const Evaluation&) = delete;
+ Value value();
+
+ private:
+ template<Color Us> void initialize();
+ template<Color Us, PieceType Pt> Score pieces();
+ template<Color Us> Score king() const;
+ template<Color Us> Score threats() const;
+ template<Color Us> Score passed() const;
+ template<Color Us> Score space() const;
+ Value winnable(Score score) const;
+
+ const Position& pos;
+ Material::Entry* me;
+ Pawns::Entry* pe;
+ Bitboard mobilityArea[COLOR_NB];
+ Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };