// MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game,
// indexed by piece type and number of attacked squares in the mobility area.
constexpr Score MobilityBonus[][32] = {
- { S(-62,-81), S(-53,-56), S(-12,-30), S( -4,-14), S( 3, 8), S( 13, 15), // Knight
- S( 22, 23), S( 28, 27), S( 33, 33) },
+ { S(-62,-81), S(-53,-56), S(-12,-31), S( -4,-16), S( 3, 5), S( 13, 11), // Knight
+ S( 22, 17), S( 28, 20), S( 33, 25) },
{ S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishop
S( 55, 54), S( 63, 57), S( 63, 65), S( 68, 73), S( 81, 78), S( 81, 86),
S( 91, 88), S( 98, 97) },
return std::min(distance(pos.square<KING>(c), s), 5);
};
- Bitboard b, bb, squaresToQueen, unsafeSquares, candidatePassers, leverable;
+ Bitboard b, bb, squaresToQueen, unsafeSquares, blockedPassers, helpers;
Score score = SCORE_ZERO;
b = pe->passed_pawns(Us);
- candidatePassers = b & shift<Down>(pos.pieces(Them, PAWN));
- if (candidatePassers)
+ blockedPassers = b & shift<Down>(pos.pieces(Them, PAWN));
+ if (blockedPassers)
{
- // Can we lever the blocker of a candidate passer?
- leverable = shift<Up>(pos.pieces(Us, PAWN))
- & ~pos.pieces(Them)
- & (~attackedBy2[Them] | attackedBy[Us][ALL_PIECES])
- & (~(attackedBy[Them][KNIGHT] | attackedBy[Them][BISHOP])
- | (attackedBy[Us ][KNIGHT] | attackedBy[Us ][BISHOP]));
-
- // Remove candidate otherwise
- b &= ~candidatePassers
- | shift<WEST>(leverable)
- | shift<EAST>(leverable);
+ helpers = shift<Up>(pos.pieces(Us, PAWN))
+ & ~pos.pieces(Them)
+ & (~attackedBy2[Them] | attackedBy[Us][ALL_PIECES]);
+
+ // Remove blocked candidate passers that don't have help to pass
+ b &= ~blockedPassers
+ | shift<WEST>(helpers)
+ | shift<EAST>(helpers);
}
while (b)
// Compute the initiative bonus for the attacking side
int complexity = 9 * pe->passed_count()
- + 11 * pos.count<PAWN>()
+ + 12 * pos.count<PAWN>()
+ 9 * outflanking
+ 21 * pawnsOnBothFlanks
+ 24 * infiltration