//
// Values modified by Joona Kiiski
const Score WeightsInternal[] = {
- S(248, 271), S(252, 259), S(46, 0), S(247, 0), S(259, 0)
+ S(284, 229), S(252, 259), S(46, 0), S(209, 0), S(349, 0)
};
// MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and
{ S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN
};
- // ThreatedByPawnPenalty[PieceType] contains a penalty according to which
+ // ThreatenedByPawnPenalty[PieceType] contains a penalty according to which
// piece type is attacked by an enemy pawn.
- const Score ThreatedByPawnPenalty[] = {
+ const Score ThreatenedByPawnPenalty[] = {
S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118)
};
// Decrease score if we are attacked by an enemy pawn. Remaining part
// of threat evaluation must be done later when we have full attack info.
if (bit_is_set(ei.attackedBy[Them][PAWN], s))
- score -= ThreatedByPawnPenalty[Piece];
+ score -= ThreatenedByPawnPenalty[Piece];
// Bishop and knight outposts squares
if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Us))
Square blockSq = s + pawn_push(Us);
// Adjust bonus based on kings proximity
- ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * rr);
- ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 6 * rr);
+ ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * rr);
+
+ // If blockSq is not the queening square then consider also a second push
+ if (square_rank(blockSq) != (Us == WHITE ? RANK_8 : RANK_1))
+ ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
// If the pawn is free to advance, increase bonus
if (pos.square_is_empty(blockSq))
// Opponent king cannot block because path is defended and position
// is not in check. So only friendly pieces can be blockers.
assert(!pos.in_check());
- assert(queeningPath & pos.occupied_squares() == queeningPath & pos.pieces_of_color(c));
+ assert((queeningPath & pos.occupied_squares()) == (queeningPath & pos.pieces_of_color(c)));
// Add moves needed to free the path from friendly pieces and retest condition
movesToGo += count_1s<Max15>(queeningPath & pos.pieces_of_color(c));