]> git.sesse.net Git - stockfish/blobdiff - src/evaluate.cpp
Simplify away king infiltration.
[stockfish] / src / evaluate.cpp
index fad0771db4aa3e04f1be929f70443f34c7d8b536..17597648bf36393fa2067ccbaf2ee071c33e51d2 100644 (file)
@@ -145,7 +145,7 @@ namespace {
   constexpr Score ThreatByKing       = S( 24, 89);
   constexpr Score ThreatByPawnPush   = S( 48, 39);
   constexpr Score ThreatBySafePawn   = S(173, 94);
-  constexpr Score TrappedRook        = S( 52, 30);
+  constexpr Score TrappedRook        = S( 52, 10);
   constexpr Score WeakQueen          = S( 49, 15);
 
 #undef S
@@ -520,10 +520,10 @@ namespace {
     }
 
     // Bonus for restricting their piece moves
+    // Greater bonus when landing square is occupied
     b =   attackedBy[Them][ALL_PIECES]
        & ~stronglyProtected
        &  attackedBy[Us][ALL_PIECES];
-
     score += RestrictedPiece * popcount(b);
 
     // Protected or unattacked squares
@@ -698,15 +698,9 @@ namespace {
   template<Tracing T>
   Score Evaluation<T>::initiative(Score score) const {
 
-    Value mg = mg_value(score);
-    Value eg = eg_value(score);
-
     int outflanking =  distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
                      - distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
 
-    bool infiltration =   rank_of(pos.square<KING>(WHITE)) > RANK_4
-                       || rank_of(pos.square<KING>(BLACK)) < RANK_5;
-
     bool pawnsOnBothFlanks =   (pos.pieces(PAWN) & QueenSide)
                             && (pos.pieces(PAWN) & KingSide);
 
@@ -718,11 +712,14 @@ namespace {
     int complexity =   9 * pe->passed_count()
                     + 11 * pos.count<PAWN>()
                     +  9 * outflanking
-                    + 12 * infiltration
                     + 21 * pawnsOnBothFlanks
                     + 51 * !pos.non_pawn_material()
                     - 43 * almostUnwinnable
-                    - 100 ;
+                    - 95 ;
+
+    // Give more importance to non-material score
+    Value mg = mg_value(score);
+    Value eg = eg_value(score);
 
     // Now apply the bonus: note that we find the attacking side by extracting the
     // sign of the midgame or endgame values, and that we carefully cap the bonus