constexpr Score BishopPawns = S( 3, 7);
constexpr Score CloseEnemies = S( 6, 0);
constexpr Score CorneredBishop = S( 50, 50);
- constexpr Score Hanging = S( 52, 30);
+ constexpr Score Hanging = S( 57, 32);
constexpr Score HinderPassedPawn = S( 8, 0);
constexpr Score KingProtector = S( 6, 6);
constexpr Score KnightOnQueen = S( 21, 11);
- constexpr Score LongDiagonalBishop = S( 22, 0);
+ constexpr Score LongDiagonalBishop = S( 46, 0);
constexpr Score MinorBehindPawn = S( 16, 0);
constexpr Score Overload = S( 13, 6);
constexpr Score PawnlessFlank = S( 19, 84);
- constexpr Score RookOnPawn = S( 8, 24);
+ constexpr Score RookOnPawn = S( 10, 30);
constexpr Score SliderOnQueen = S( 42, 21);
constexpr Score ThreatByKing = S( 23, 76);
constexpr Score ThreatByPawnPush = S( 45, 40);
* (1 + popcount(blocked & CenterFiles));
// Bonus for bishop on a long diagonal which can "see" both center squares
- if (more_than_one(Center & (attacks_bb<BISHOP>(s, pos.pieces(PAWN)) | s)))
+ if (more_than_one(attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & Center))
score += LongDiagonalBishop;
}
template<Tracing T> template<Color Us>
Score Evaluation<T>::space() const {
+ if (pos.non_pawn_material() < SpaceThreshold)
+ return SCORE_ZERO;
+
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
constexpr Bitboard SpaceMask =
Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB)
: CenterFiles & (Rank7BB | Rank6BB | Rank5BB);
- if (pos.non_pawn_material() < SpaceThreshold)
- return SCORE_ZERO;
-
// Find the available squares for our pieces inside the area defined by SpaceMask
Bitboard safe = SpaceMask
& ~pos.pieces(Us, PAWN)
int outflanking = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
- distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
- bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide)
+ bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide)
&& (pos.pieces(PAWN) & KingSide);
// Compute the initiative bonus for the attacking side
+ 12 * outflanking
+ 16 * pawnsOnBothFlanks
+ 48 * !pos.non_pawn_material()
- -136 ;
+ -118 ;
// Now apply the bonus: note that we find the attacking side by extracting
// the sign of the endgame value, and that we carefully cap the bonus so