S(0, 0), S(10, 28), S(17, 33), S(15, 41), S(62, 72), S(168, 177), S(276, 260)
};
+ // OutpostRank[Rank] contains a bonus according to the rank of the outpost
+ constexpr Score OutpostRank[RANK_NB] = {
+ S(0, 0), S(0, 0), S(0, 0), S(28, 18), S(30, 24), S(32, 19)
+ };
+
// Assorted bonuses and penalties
constexpr Score BishopPawns = S( 3, 7);
constexpr Score CorneredBishop = S( 50, 50);
// Init our king safety tables
Square s = make_square(clamp(file_of(ksq), FILE_B, FILE_G),
clamp(rank_of(ksq), RANK_2, RANK_7));
- kingRing[Us] = PseudoAttacks[KING][s] | s;
+ kingRing[Us] = s | PseudoAttacks[KING][s];
kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them));
kingAttacksCount[Them] = kingAttackersWeight[Them] = 0;
{
// Bonus if piece is on an outpost square or can reach one
bb = OutpostRanks & attackedBy[Us][PAWN] & ~pe->pawn_attacks_span(Them);
- if (bb & s)
- score += Outpost * (Pt == KNIGHT ? 2 : 1);
+ if (s & bb)
+ score += OutpostRank[relative_rank(Us, s)] * (Pt == KNIGHT ? 2 : 1);
else if (Pt == KNIGHT && bb & b & ~pos.pieces(Us))
score += Outpost;
constexpr Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
- Bitboard weak, b1, b2, safe, unsafeChecks = 0;
+ Bitboard weak, b1, b2, b3, safe, unsafeChecks = 0;
Bitboard rookChecks, queenChecks, bishopChecks, knightChecks;
int kingDanger = 0;
const Square ksq = pos.square<KING>(Us);
else
unsafeChecks |= knightChecks;
- // Find the squares that opponent attacks in our king flank, and the squares
- // which are attacked twice in that flank.
+ // Find the squares that opponent attacks in our king flank, the squares
+ // which they attack twice in that flank, and the squares that we defend.
b1 = attackedBy[Them][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp;
b2 = b1 & attackedBy2[Them];
+ b3 = attackedBy[Us][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp;
- int kingFlankAttacks = popcount(b1) + popcount(b2);
+ int kingFlankAttack = popcount(b1) + popcount(b2);
+ int kingFlankDefense = popcount(b3);
kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
+ 185 * popcount(kingRing[Us] & weak)
+ 148 * popcount(unsafeChecks)
+ 98 * popcount(pos.blockers_for_king(Us))
+ 69 * kingAttacksCount[Them]
- + 3 * kingFlankAttacks * kingFlankAttacks / 8
+ + 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])
score -= PawnlessFlank;
// Penalty if king flank is under attack, potentially moving toward the king
- score -= FlankAttacks * kingFlankAttacks;
+ score -= FlankAttacks * kingFlankAttack;
if (T)
Trace::add(KING, Us, score);
int complexity = 9 * pe->passed_count()
+ 11 * pos.count<PAWN>()
+ 9 * outflanking
- + 18 * pawnsOnBothFlanks
- + 49 * !pos.non_pawn_material()
- - 36 * almostUnwinnable
- -103 ;
+ + 21 * pawnsOnBothFlanks
+ + 51 * !pos.non_pawn_material()
+ - 43 * almostUnwinnable
+ - 95 ;
// 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