- // Evaluation grain size, must be a power of 2
- const int GrainSize = 8;
-
- // Evaluation weights, initialized from UCI options
- enum { Mobility, PassedPawns, Space, KingDangerUs, KingDangerThem };
- Score Weights[6];
-
- typedef Value V;
- #define S(mg, eg) make_score(mg, eg)
-
- // Internal evaluation weights. These are applied on top of the evaluation
- // weights read from UCI parameters. The purpose is to be able to change
- // the evaluation weights while keeping the default values of the UCI
- // parameters at 100, which looks prettier.
- //
- // Values modified by Joona Kiiski
- const Score WeightsInternal[] = {
- S(289, 344), S(221, 273), S(46, 0), S(271, 0), S(307, 0)
- };
-
- // MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and
- // end game, indexed by piece type and number of attacked squares not occupied
- // by friendly pieces.
- const Score MobilityBonus[][32] = {
- {}, {},
- { S(-38,-33), S(-25,-23), S(-12,-13), S( 0, -3), S(12, 7), S(25, 17), // Knights
- S( 31, 22), S( 38, 27), S( 38, 27) },
- { S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12), S(31, 26), S(45, 40), // Bishops
- S( 57, 52), S( 65, 60), S( 71, 65), S(74, 69), S(76, 71), S(78, 73),
- S( 79, 74), S( 80, 75), S( 81, 76), S(81, 76) },
- { S(-20,-36), S(-14,-19), S( -8, -3), S(-2, 13), S( 4, 29), S(10, 46), // Rooks
- S( 14, 62), S( 19, 79), S( 23, 95), S(26,106), S(27,111), S(28,114),
- S( 29,116), S( 30,117), S( 31,118), S(32,118) },
- { S(-10,-18), S( -8,-13), S( -6, -7), S(-3, -2), S(-1, 3), S( 1, 8), // Queens
- S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34),
- S( 16, 35), S( 17, 35), S( 18, 35), S(20, 35), S(20, 35), S(20, 35),
- S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35),
- S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35),
- S( 20, 35), S( 20, 35) }
- };
-
- // OutpostBonus[PieceType][Square] contains outpost bonuses of knights and
- // bishops, indexed by piece type and square (from white's point of view).
- const Value OutpostBonus[][SQUARE_NB] = {
- {
- // A B C D E F G H
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Knights
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
- V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0),
- V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0),
- V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0),
- V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0) },
- {
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Bishops
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
- V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0),
- V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0),
- V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0),
- V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0) }
- };
-
- // ThreatBonus[attacking][attacked] contains threat bonuses according to
- // which piece type attacks which one.
- const Score ThreatBonus[][PIECE_TYPE_NB] = {
- {}, {},
- { S(0, 0), S( 7, 39), S( 0, 0), S(24, 49), S(41,100), S(41,100) }, // KNIGHT
- { S(0, 0), S( 7, 39), S(24, 49), S( 0, 0), S(41,100), S(41,100) }, // BISHOP
- { S(0, 0), S( 0, 22), S(15, 49), S(15, 49), S( 0, 0), S(24, 49) }, // ROOK
- { S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN
- };