// which piece type attacks which one. Attacks on lesser pieces which are
// pawn-defended are not considered.
const Score ThreatByMinor[PIECE_TYPE_NB] = {
- S(0, 0), S(0, 33), S(45, 43), S(46, 47), S(72, 107), S(48, 118)
+ S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(47, 120)
};
const Score ThreatByRook[PIECE_TYPE_NB] = {
- S(0, 0), S(0, 25), S(40, 62), S(40, 59), S(0, 34), S(35, 48)
+ S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(36, 38)
};
// ThreatByKing[on one/on many] contains bonuses for king attacks on
// pawns or pieces which are not pawn-defended.
- const Score ThreatByKing[] = { S(3, 62), S(9, 138) };
+ const Score ThreatByKing[] = { S(3, 65), S(9, 145) };
// Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns.
// We don't use a Score because we process the two components independently.
const Value Passed[][RANK_NB] = {
- { V(0), V(5), V( 5), V(31), V(73), V(166), V(252) },
- { V(0), V(7), V(14), V(38), V(73), V(166), V(252) }
+ { V(0), V(5), V( 5), V(32), V(70), V(172), V(217) },
+ { V(0), V(7), V(13), V(42), V(70), V(170), V(269) }
};
// PassedFile[File] contains a bonus according to the file of a passed pawn
};
// Rank factor applied on some bonus for passed pawn on rank 4 or beyond
- const int RankFactor[RANK_NB] = {0, 0, 0, 2, 6, 11, 16};
+ const int RankFactor[RANK_NB] = {0, 0, 0, 2, 7, 12, 19};
// KingProtector[PieceType-2] contains a bonus according to distance from king
const Score KingProtector[] = { S(-3, -5), S(-4, -3), S(-3, 0), S(-1, 1) };
const Score WeakQueen = S( 50, 10);
const Score CloseEnemies = S( 7, 0);
const Score PawnlessFlank = S( 20, 80);
- const Score ThreatBySafePawn = S(192,175);
+ const Score ThreatBySafePawn = S(175,168);
const Score ThreatByRank = S( 16, 3);
- const Score Hanging = S( 48, 27);
+ const Score Hanging = S( 52, 30);
const Score WeakUnopposedPawn = S( 5, 25);
- const Score ThreatByPawnPush = S( 38, 22);
- const Score ThreatByAttackOnQueen = S( 38, 22);
- const Score HinderPassedPawn = S( 7, 0);
+ const Score ThreatByPawnPush = S( 47, 26);
+ const Score ThreatByAttackOnQueen = S( 42, 21);
+ const Score HinderPassedPawn = S( 8, 1);
const Score TrappedBishopA1H1 = S( 50, 50);
#undef S
// If there aren't any enemy attacks, assign a big bonus. Otherwise
// assign a smaller bonus if the block square isn't attacked.
- int k = !unsafeSquares ? 18 : !(unsafeSquares & blockSq) ? 8 : 0;
+ int k = !unsafeSquares ? 20 : !(unsafeSquares & blockSq) ? 9 : 0;
// If the path to the queen is fully defended, assign a big bonus.
// Otherwise assign a smaller bonus if the block square is defended.