+ 148 * popcount(unsafeChecks)
+ 98 * popcount(pos.blockers_for_king(Us))
+ 69 * kingAttacksCount[Them]
- + 4 * (kingFlankAttack - kingFlankDefense)
+ 3 * kingFlankAttack * kingFlankAttack / 8
+ mg_value(mobility[Them] - mobility[Us])
- 873 * !pos.count<QUEEN>(Them)
- 100 * bool(attackedBy[Us][KNIGHT] & attackedBy[Us][KING])
- 6 * mg_value(score) / 8
- - 7;
+ - 4 * kingFlankDefense
+ + 37;
// Transform the kingDanger units into a Score, and subtract it from the evaluation
if (kingDanger > 100)
Square blockSq = s + Up;
// Adjust bonus based on the king's proximity
- bonus += make_score(0, ( king_proximity(Them, blockSq) * 5
- - king_proximity(Us, blockSq) * 2) * w);
+ bonus += make_score(0, ( (king_proximity(Them, blockSq) * 19) / 4
+ - king_proximity(Us, blockSq) * 2) * w);
// If blockSq is not the queening square then consider also a second push
if (r != RANK_7)
std::string Eval::trace(const Position& pos) {
+ if (pos.checkers())
+ return "Total evaluation: none (in check)";
+
std::memset(scores, 0, sizeof(scores));
pos.this_thread()->contempt = SCORE_ZERO; // Reset any dynamic contempt