X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=2fb0e55a9d47b08ed61fa7319aca386200140390;hp=0130b05733282e00daf64488e8269b02f2be7cd4;hb=2ac35027d5900a641559fae7b22a994f8b4c2d72;hpb=1e9397a2df3094589540838b4e24342ac53c212a diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 0130b057..2fb0e55a 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -140,34 +140,30 @@ namespace { 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. - constexpr Score ThreatByKing[] = { S(30, 62), S(-9, 160) }; - // PassedRank[Rank] contains a bonus according to the rank of a passed pawn constexpr Score PassedRank[RANK_NB] = { - S(0, 0), S(4, 17), S(7, 20), S(14, 36), S(42, 62), S(165, 171), S(279, 252) + S(0, 0), S(5, 18), S(12, 23), S(10, 31), S(57, 62), S(163, 167), S(271, 250) }; // PassedFile[File] contains a bonus according to the file of a passed pawn constexpr Score PassedFile[FILE_NB] = { - S( 11, 14), S( 0, -5), S(-2, -8), S(-25,-13), - S(-25,-13), S(-2, -8), S( 0, -5), S( 11, 14) + S( -1, 7), S( 0, 9), S(-9, -8), S(-30,-14), + S(-30,-14), S(-9, -8), S( 0, 9), S( -1, 7) }; // PassedDanger[Rank] contains a term to weight the passed score - constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 2, 7, 12, 19 }; + constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 3, 7, 11, 20 }; // KingProtector[knight/bishop] contains a penalty according to distance from king - constexpr Score KingProtector[] = { S(4, 6), S(6, 3) }; + constexpr Score KingProtector[] = { S(5, 6), S(6, 5) }; // Assorted bonuses and penalties - constexpr Score BishopPawns = S( 3, 5); - constexpr Score CloseEnemies = S( 8, 0); + constexpr Score BishopPawns = S( 3, 7); + constexpr Score CloseEnemies = S( 6, 0); constexpr Score Connectivity = S( 3, 1); constexpr Score CorneredBishop = S( 50, 50); constexpr Score Hanging = S( 52, 30); - constexpr Score HinderPassedPawn = S( 5, -1); + constexpr Score HinderPassedPawn = S( 4, 0); constexpr Score KnightOnQueen = S( 21, 11); constexpr Score LongDiagonalBishop = S( 22, 0); constexpr Score MinorBehindPawn = S( 16, 0); @@ -175,12 +171,13 @@ namespace { constexpr Score PawnlessFlank = S( 20, 80); constexpr Score RookOnPawn = S( 8, 24); constexpr Score SliderOnQueen = S( 42, 21); - constexpr Score ThreatByPawnPush = S( 49, 30); + constexpr Score ThreatByKing = S( 23, 76); + constexpr Score ThreatByPawnPush = S( 45, 40); constexpr Score ThreatByRank = S( 16, 3); - constexpr Score ThreatBySafePawn = S(165,133); + constexpr Score ThreatBySafePawn = S(173,102); constexpr Score TrappedRook = S( 92, 0); constexpr Score WeakQueen = S( 50, 10); - constexpr Score WeakUnopposedPawn = S( 5, 26); + constexpr Score WeakUnopposedPawn = S( 5, 29); #undef S @@ -340,9 +337,8 @@ namespace { else if (bb &= b & ~pos.pieces(Us)) score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)]; - // Bonus when behind a pawn - if ( relative_rank(Us, s) < RANK_5 - && (pos.pieces(PAWN) & (s + pawn_push(Us)))) + // Knight and Bishop bonus for being right behind a pawn + if (shift(pos.pieces(PAWN)) & s) score += MinorBehindPawn; // Penalty if the piece is far from the king @@ -474,12 +470,12 @@ namespace { unsafeChecks &= mobilityArea[Them]; kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them] - + 64 * kingAttacksCount[Them] - + 183 * popcount(kingRing[Us] & weak) - + 122 * popcount(pos.blockers_for_king(Us) | unsafeChecks) - - 860 * !pos.count(Them) - - 7 * mg_value(score) / 8 - + 17 ; + + 69 * kingAttacksCount[Them] + + 185 * popcount(kingRing[Us] & weak) + + 129 * popcount(pos.blockers_for_king(Us) | unsafeChecks) + - 873 * !pos.count(Them) + - 6 * mg_value(score) / 8 + - 2 ; // Transform the kingDanger units into a Score, and subtract it from the evaluation if (kingDanger > 0) @@ -558,15 +554,15 @@ namespace { score += ThreatByRank * (int)relative_rank(Them, s); } - b = weak & attackedBy[Us][KING]; - if (b) - score += ThreatByKing[more_than_one(b)]; + // Bonus for king attacks on pawns or pieces which are not pawn-defended + if (weak & attackedBy[Us][KING]) + score += ThreatByKing; score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]); - // Bonus for overload (non-pawn enemies attacked and defended exactly once) + // Bonus for overload (non-pawn enemies attacked once or more and defended exactly once) b = nonPawnEnemies - & attackedBy[Us][ALL_PIECES] & ~attackedBy2[Us] + & attackedBy[Us][ALL_PIECES] & attackedBy[Them][ALL_PIECES] & ~attackedBy2[Them]; score += Overload * popcount(b); }