// Unsupported pawn penalty
const Score UnsupportedPawnPenalty = S(20, 10);
- // Weakness of our pawn shelter in front of the king indexed by [rank]
- const Value ShelterWeakness[RANK_NB] =
- { V(100), V(0), V(27), V(73), V(92), V(101), V(101) };
+ // Weakness of our pawn shelter in front of the king indexed by [file pairs (a/h,b/g,c/f,d/e)][rank]
+ const Value ShelterWeakness[][RANK_NB] = {
+ { V(101), V(10), V(24), V(68), V(90), V( 95), V(102) },
+ { V(105), V( 1), V(30), V(76), V(95), V(100), V(105) },
+ { V( 99), V( 0), V(32), V(72), V(92), V(101), V(100) },
+ { V( 94), V( 1), V(31), V(68), V(89), V( 98), V(106) } };
// Danger of enemy pawns moving toward our king indexed by
- // [no friendly pawn | pawn unblocked | pawn blocked][rank of enemy pawn]
- const Value StormDanger[][RANK_NB] = {
- { V( 0), V(64), V(128), V(51), V(26) },
- { V(26), V(32), V( 96), V(38), V(20) },
- { V( 0), V( 0), V(160), V(25), V(13) } };
+ // [file pairs (a/h,b/g,c/f,d/e)][no friendly pawn | pawn unblocked | pawn blocked by pawn| pawn blocked by king][rank of enemy pawn]
+ const Value StormDanger[][4][RANK_NB] = {
+ { { V( 0), V( 61), V( 128), V(47), V(27) },
+ { V(25), V( 33), V( 95), V(39), V(21) },
+ { V( 0), V( 0), V( 80), V(14), V( 8) },
+ { V( 0), V(-300), V(-300), V(54), V(23) } },
+ { { V( 0), V( 66), V( 131), V(49), V(27) },
+ { V(24), V( 33), V( 97), V(42), V(22) },
+ { V( 0), V( 0), V( 163), V(28), V(12) },
+ { V( 0), V( 67), V( 128), V(46), V(24) } },
+ { { V( 0), V( 62), V( 126), V(52), V(23) },
+ { V(24), V( 33), V( 93), V(35), V(23) },
+ { V( 0), V( 0), V( 163), V(25), V(15) },
+ { V( 0), V( 64), V( 130), V(50), V(29) } },
+ { { V( 0), V( 63), V( 128), V(52), V(26) },
+ { V(26), V( 27), V( 96), V(37), V(22) },
+ { V( 0), V( 0), V( 161), V(24), V(14) },
+ { V( 0), V( 63), V( 127), V(51), V(24) } } };
// Max bonus for king safety. Corresponds to start position with all the pawns
// in front of the king and no enemy pawn on the horizon.
- const Value MaxSafetyBonus = V(263);
+ const Value MaxSafetyBonus = V(261);
#undef S
#undef V
Value Entry::shelter_storm(const Position& pos, Square ksq) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Bitboard Edges = (FileABB | FileHBB) & (Rank2BB | Rank3BB);
Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, rank_of(ksq)) | rank_bb(ksq));
Bitboard ourPawns = b & pos.pieces(Us);
b = theirPawns & file_bb(f);
Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
- if ( (Edges & make_square(f, rkThem))
- && file_of(ksq) == f
- && relative_rank(Us, ksq) == rkThem - 1)
- safety += 200;
- else
- safety -= ShelterWeakness[rkUs]
- + StormDanger[rkUs == RANK_1 ? 0 :
- rkThem != rkUs + 1 ? 1 : 2][rkThem];
+ safety -= ShelterWeakness[std::min(f, FILE_H - f)][rkUs]
+ + StormDanger[std::min(f, FILE_H - f)]
+ [file_of(ksq) == f && relative_rank(Us, ksq) == rkThem - 1 ? 3 :
+ rkUs == RANK_1 ? 0 :
+ rkThem != rkUs + 1 ? 1 :
+ /* pawn blocked by pawn */ 2 ]
+ [rkThem];
}
return safety;
kingSquares[Us] = ksq;
castlingRights[Us] = pos.can_castle(Us);
- minKPdistance[Us] = 0;
+ minKingPawnDistance[Us] = 0;
Bitboard pawns = pos.pieces(Us, PAWN);
if (pawns)
- while (!(DistanceRingsBB[ksq][minKPdistance[Us]++] & pawns)) {}
+ while (!(DistanceRingsBB[ksq][minKingPawnDistance[Us]++] & pawns)) {}
if (relative_rank(Us, ksq) > RANK_4)
- return make_score(0, -16 * minKPdistance[Us]);
+ return make_score(0, -16 * minKingPawnDistance[Us]);
Value bonus = shelter_storm<Us>(pos, ksq);
if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right))
bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
- return make_score(bonus, -16 * minKPdistance[Us]);
+ return make_score(bonus, -16 * minKingPawnDistance[Us]);
}
// Explicit template instantiation