const Score BishopPawns = S( 8, 12);
const Score RookOnPawn = S( 8, 24);
const Score TrappedRook = S(92, 0);
- const Score Checked = S(20, 20);
+ const Score SafeCheck = S(20, 20);
+ const Score OtherCheck = S(10, 10);
const Score ThreatByHangingPawn = S(71, 61);
const Score LooseEnemies = S( 0, 25);
+ const Score WeakQueen = S(35, 0);
const Score Hanging = S(48, 27);
const Score ThreatByPawnPush = S(38, 22);
const Score Unstoppable = S( 0, 20);
// Penalties for enemy's safe checks
const int QueenContactCheck = 89;
- const int QueenCheck = 52;
- const int RookCheck = 45;
- const int BishopCheck = 5;
- const int KnightCheck = 17;
+ const int QueenCheck = 62;
+ const int RookCheck = 57;
+ const int BishopCheck = 48;
+ const int KnightCheck = 78;
// eval_init() initializes king and attack bitboards for a given color
score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
}
}
+
+ if (Pt == QUEEN)
+ {
+ // Penalty if any relative pin or discovered attack against the queen
+ if (pos.slider_blockers(pos.pieces(), pos.pieces(Them, ROOK, BISHOP), s))
+ score -= WeakQueen;
+ }
}
if (DoTrace)
template<Color Us, bool DoTrace>
Score evaluate_king(const Position& pos, const EvalInfo& ei) {
- const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
- Bitboard undefended, b, b1, b2, safe;
+ Bitboard undefended, b, b1, b2, safe, other;
int attackUnits;
const Square ksq = pos.square<KING>(Us);
// the pawn shelter (current 'score' value).
attackUnits = std::min(72, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
+ 9 * ei.kingAdjacentZoneAttacksCount[Them]
- + 27 * popcount(undefended)
- + 11 * (popcount(b) + !!ei.pinnedPieces[Us])
+ + 21 * popcount(undefended)
+ + 12 * (popcount(b) + !!ei.pinnedPieces[Us])
- 64 * !pos.count<QUEEN>(Them)
- mg_value(score) / 8;
attackUnits += QueenContactCheck * popcount(b);
}
- // Analyse the enemy's safe distance checks for sliders and knights
- safe = ~(ei.attackedBy[Us][ALL_PIECES] | pos.pieces(Them));
+ // Analyse the safe enemy's checks which are possible on next move...
+ safe = ~(ei.attackedBy[Us][ALL_PIECES] | pos.pieces(Them));
- b1 = pos.attacks_from<ROOK >(ksq) & safe;
- b2 = pos.attacks_from<BISHOP>(ksq) & safe;
+ // ... and some other potential checks, only requiring the square to be
+ // safe from pawn-attacks, and not being occupied by a blocked pawn.
+ other = ~( ei.attackedBy[Us][PAWN]
+ | (pos.pieces(Them, PAWN) & shift_bb<Up>(pos.pieces(PAWN))));
+
+ b1 = pos.attacks_from<ROOK >(ksq);
+ b2 = pos.attacks_from<BISHOP>(ksq);
// Enemy queen safe checks
- if ((b1 | b2) & ei.attackedBy[Them][QUEEN])
- attackUnits += QueenCheck, score -= Checked;
+ if ((b1 | b2) & ei.attackedBy[Them][QUEEN] & safe)
+ attackUnits += QueenCheck, score -= SafeCheck;
+
+ // Enemy rooks safe and other checks
+ if (b1 & ei.attackedBy[Them][ROOK] & safe)
+ attackUnits += RookCheck, score -= SafeCheck;
+
+ else if (b1 & ei.attackedBy[Them][ROOK] & other)
+ score -= OtherCheck;
+
+ // Enemy bishops safe and other checks
+ if (b2 & ei.attackedBy[Them][BISHOP] & safe)
+ attackUnits += BishopCheck, score -= SafeCheck;
- // Enemy rooks safe checks
- if (b1 & ei.attackedBy[Them][ROOK])
- attackUnits += RookCheck, score -= Checked;
+ else if (b2 & ei.attackedBy[Them][BISHOP] & other)
+ score -= OtherCheck;
- // Enemy bishops safe checks
- if (b2 & ei.attackedBy[Them][BISHOP])
- attackUnits += BishopCheck, score -= Checked;
+ // Enemy knights safe and other checks
+ b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT];
+ if (b & safe)
+ attackUnits += KnightCheck, score -= SafeCheck;
- // Enemy knights safe checks
- if (pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT] & safe)
- attackUnits += KnightCheck, score -= Checked;
+ else if (b & other)
+ score -= OtherCheck;
// Finally, extract the king danger score from the KingDanger[]
// array and subtract the score from the evaluation.