+ // 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(5), V( 5), V(31), V(73), V(166), V(252) },
+ { V(7), V(14), V(38), V(73), V(166), V(252) }
+ };
+
+ // PassedFile[File] contains a bonus according to the file of a passed pawn
+ const Score PassedFile[FILE_NB] = {
+ S( 9, 10), S( 2, 10), S( 1, -8), S(-20,-12),
+ S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10)
+ };
+
+ // Protector[PieceType][distance] contains a protecting bonus for our king,
+ // indexed by piece type and distance between the piece and the king.
+ const Score Protector[PIECE_TYPE_NB][8] = {
+ {}, {},
+ { S(0, 0), S( 7, 9), S( 7, 1), S( 1, 5), S(-10,-4), S( -1,-4), S( -7,-3), S(-16,-10) }, // Knight
+ { S(0, 0), S(11, 8), S(-7,-1), S(-1,-2), S( -1,-7), S(-11,-3), S( -9,-1), S(-16, -1) }, // Bishop
+ { S(0, 0), S(10, 0), S(-2, 2), S(-5, 4), S( -6, 2), S(-14,-3), S( -2,-9), S(-12, -7) }, // Rook
+ { S(0, 0), S( 3,-5), S( 2,-5), S(-4, 0), S( -9,-6), S(-4, 7), S(-13,-7), S(-10, -7) } // Queen
+ };
+
+ // Assorted bonuses and penalties used by evaluation
+ const Score MinorBehindPawn = S(16, 0);
+ const Score BishopPawns = S( 8, 12);
+ const Score RookOnPawn = S( 8, 24);
+ const Score TrappedRook = S(92, 0);
+ const Score WeakQueen = S(50, 10);
+ const Score OtherCheck = S(10, 10);
+ const Score CloseEnemies = S( 7, 0);
+ const Score PawnlessFlank = S(20, 80);
+ const Score ThreatByHangingPawn = S(71, 61);
+ const Score ThreatByRank = S(16, 3);
+ const Score Hanging = S(48, 27);
+ const Score ThreatByPawnPush = S(38, 22);
+ const Score HinderPassedPawn = S( 7, 0);