// Evaluation weights, indexed by evaluation term
enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety };
const struct Weight { int mg, eg; } Weights[] = {
- {289, 344}, {233, 201}, {221, 273}, {46, 0}, {324, 0}
+ {289, 344}, {233, 201}, {221, 273}, {46, 0}, {322, 0}
};
#define V(v) Value(v)
// index to KingDanger[].
//
// KingAttackWeights[PieceType] contains king attack weights by piece type
- const int KingAttackWeights[] = { 0, 0, 8, 4, 4, 1 };
+ const int KingAttackWeights[] = { 0, 0, 7, 5, 4, 1 };
// Bonuses for enemy's safe checks
const int QueenContactCheck = 89;
- const int RookContactCheck = 72;
- const int QueenCheck = 51;
- const int RookCheck = 38;
- const int BishopCheck = 5;
- const int KnightCheck = 16;
+ const int RookContactCheck = 71;
+ const int QueenCheck = 50;
+ const int RookCheck = 37;
+ const int BishopCheck = 6;
+ const int KnightCheck = 14;
// KingDanger[attackUnits] contains the actual king danger weighted
// scores, indexed by a calculated integer number.
// attacked and undefended squares around our king and the quality of
// the pawn shelter (current 'score' value).
attackUnits = std::min(74, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
- + 9 * ei.kingAdjacentZoneAttacksCount[Them]
+ + 8 * ei.kingAdjacentZoneAttacksCount[Them]
+ 25 * popcount<Max15>(undefended)
- + 10 * (ei.pinnedPieces[Us] != 0)
- - mg_value(score) / 8
+ + 11 * (ei.pinnedPieces[Us] != 0)
+ - mg_value(score) * 31 / 256
- !pos.count<QUEEN>(Them) * 60;
// Analyse the enemy's safe queen contact checks. Firstly, find the
void init() {
- const double MaxSlope = 8.5;
+ const double MaxSlope = 8.7;
const double Peak = 1280;
double t = 0.0;