// game, indexed by piece type and number of attacked squares in the MobilityArea.
const Score MobilityBonus[][32] = {
{}, {},
- { S(-75,-76), S(-56,-54), S(- 9,-26), S( -2,-10), S( 6, 5), S( 15, 11), // Knights
+ { S(-75,-76), S(-56,-54), S( -9,-26), S( -2,-10), S( 6, 5), S( 15, 11), // Knights
S( 22, 26), S( 30, 28), S( 36, 29) },
{ S(-48,-58), S(-21,-19), S( 16, -2), S( 26, 12), S( 37, 22), S( 51, 42), // Bishops
S( 54, 54), S( 63, 58), S( 65, 63), S( 71, 70), S( 79, 74), S( 81, 86),
// in KingDanger[]. Various little "meta-bonuses" measuring the strength
// of the enemy attack are added up into an integer, which is used as an
// index to KingDanger[].
- Score KingDanger[512];
+ Score KingDanger[400];
// KingAttackWeights[PieceType] contains king attack weights by piece type
const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 7, 5, 4, 1 };
if (Pt == QUEEN)
{
// Penalty if any relative pin or discovered attack against the queen
- if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s))
+ Bitboard pinners;
+ if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s, pinners))
score -= WeakQueen;
}
}
// ...count safe + (behind & safe) with a single popcount
int bonus = popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
bonus = std::min(16, bonus);
- int weight = pos.count<ALL_PIECES>(Us);
+ int weight = pos.count<ALL_PIECES>(Us) - 2 * ei.pi->open_files();
- return make_score(bonus * weight * weight / 22, 0);
+ return make_score(bonus * weight * weight / 18, 0);
}
assert(!pos.checkers());
+ Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };
EvalInfo ei;
- Score score, mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };
-
- // Initialize score by reading the incrementally updated scores included in
- // the position object (material + piece square tables). Score is computed
- // internally from the white point of view.
- score = pos.psq_score();
// Probe the material hash table
ei.me = Material::probe(pos);
- score += ei.me->imbalance();
// If we have a specialized evaluation function for the current material
// configuration, call it and return.
if (ei.me->specialized_eval_exists())
return ei.me->evaluate(pos);
+ // Initialize score by reading the incrementally updated scores included in
+ // the position object (material + piece square tables) and the material
+ // imbalance. Score is computed internally from the white point of view.
+ Score score = pos.psq_score() + ei.me->imbalance();
+
// Probe the pawn hash table
ei.pi = Pawns::probe(pos);
score += ei.pi->pawns_score();