constexpr Score ThreatByKing = S( 24, 89);
constexpr Score ThreatByPawnPush = S( 48, 39);
constexpr Score ThreatBySafePawn = S(173, 94);
- constexpr Score TrappedRook = S( 52, 10);
+ constexpr Score TrappedRook = S( 52, 30);
constexpr Score WeakQueen = S( 49, 15);
#undef S
template<Color Us> Score passed() const;
template<Color Us> Score space() const;
ScaleFactor scale_factor(Value eg) const;
- Score initiative(Score score) const;
+ Score initiative(Score score, Score materialScore) const;
const Position& pos;
Material::Entry* me;
// Bonus for bishop on a long diagonal which can "see" both center squares
if (more_than_one(attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & Center))
score += LongDiagonalBishop;
- }
- // An important Chess960 pattern: A cornered bishop blocked by a friendly
- // pawn diagonally in front of it is a very serious problem, especially
- // when that pawn is also blocked.
- if ( Pt == BISHOP
- && pos.is_chess960()
- && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
- {
- Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
- if (pos.piece_on(s + d) == make_piece(Us, PAWN))
- score -= !pos.empty(s + d + pawn_push(Us)) ? CorneredBishop * 4
- : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2
- : CorneredBishop;
+ // An important Chess960 pattern: a cornered bishop blocked by a friendly
+ // pawn diagonally in front of it is a very serious problem, especially
+ // when that pawn is also blocked.
+ if ( pos.is_chess960()
+ && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
+ {
+ Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
+ if (pos.piece_on(s + d) == make_piece(Us, PAWN))
+ score -= !pos.empty(s + d + pawn_push(Us)) ? CorneredBishop * 4
+ : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2
+ : CorneredBishop;
+ }
}
}
}
// Bonus for restricting their piece moves
+ // Greater bonus when landing square is occupied
b = attackedBy[Them][ALL_PIECES]
& ~stronglyProtected
& attackedBy[Us][ALL_PIECES];
-
- score += RestrictedPiece * popcount(b);
+ score += RestrictedPiece * (popcount(b) + popcount(b & pos.pieces()));
// Protected or unattacked squares
safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES];
// known attacking/defending status of the players.
template<Tracing T>
- Score Evaluation<T>::initiative(Score score) const {
-
- Value mg = mg_value(score);
- Value eg = eg_value(score);
+ Score Evaluation<T>::initiative(Score score, Score materialScore) const {
int outflanking = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
- distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
- 43 * almostUnwinnable
- 100 ;
+ // Give more importance to non-material score
+ score = (score * 2 - materialScore) / 2;
+ Value mg = mg_value(score);
+ Value eg = eg_value(score);
+
// 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
// so that the midgame and endgame scores do not change sign after the bonus.
if (abs(v) > LazyThreshold + pos.non_pawn_material() / 64)
return pos.side_to_move() == WHITE ? v : -v;
+ // Remember this score
+ Score materialScore = score;
+
// Main evaluation begins here
initialize<WHITE>();
+ passed< WHITE>() - passed< BLACK>()
+ space< WHITE>() - space< BLACK>();
- score += initiative(score);
+ score += initiative(score, materialScore);
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
ScaleFactor sf = scale_factor(eg_value(score));