X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=3ff1460b562742a12c3f79883839d3b7db69e914;hp=86f73563ef262a9e2914597320b0adfef8818e59;hb=d39bc2efa197ba2fd55b68eced1c60bcfe2facc1;hpb=c645587270c2b08d327d290d0ae3c3f5e0a30eee diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 86f73563..3ff1460b 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -74,7 +74,7 @@ using namespace Trace; namespace { // Threshold for lazy and space evaluation - constexpr Value LazyThreshold = Value(1500); + constexpr Value LazyThreshold = Value(1400); constexpr Value SpaceThreshold = Value(12222); // KingAttackWeights[PieceType] contains king attack weights by piece type @@ -141,7 +141,7 @@ namespace { constexpr Score KnightOnQueen = S( 16, 12); constexpr Score LongDiagonalBishop = S( 45, 0); constexpr Score MinorBehindPawn = S( 18, 3); - constexpr Score Outpost = S( 9, 3); + constexpr Score Outpost = S( 36, 12); constexpr Score PawnlessFlank = S( 17, 95); constexpr Score RestrictedPiece = S( 7, 7); constexpr Score RookOnPawn = S( 10, 32); @@ -152,7 +152,6 @@ namespace { constexpr Score ThreatBySafePawn = S(173, 94); constexpr Score TrappedRook = S( 47, 4); constexpr Score WeakQueen = S( 49, 15); - constexpr Score WeakUnopposedPawn = S( 12, 23); #undef S @@ -191,10 +190,8 @@ namespace { // color, including x-rays. But diagonal x-rays through pawns are not computed. Bitboard attackedBy2[COLOR_NB]; - // kingRing[color] are the squares adjacent to the king, plus (only for a - // king on its first rank) the squares two ranks in front. For instance, - // if black's king is on g8, kingRing[BLACK] is f8, h8, f7, g7, h7, f6, g6 - // and h6. + // kingRing[color] are the squares adjacent to the king plus some other + // very near squares, depending on king position. Bitboard kingRing[COLOR_NB]; // kingAttackersCount[color] is the number of pieces of the given color @@ -305,14 +302,12 @@ namespace { if (Pt == BISHOP || Pt == KNIGHT) { // Bonus if piece is on an outpost square or can reach one - bb = OutpostRanks & ~pe->pawn_attacks_span(Them); + bb = OutpostRanks & attackedBy[Us][PAWN] & ~pe->pawn_attacks_span(Them); if (bb & s) - score += Outpost * (Pt == KNIGHT ? 4 : 2) - * ((attackedBy[Us][PAWN] & s) ? 2 : 1); + score += Outpost * (Pt == KNIGHT ? 2 : 1); - else if (bb &= b & ~pos.pieces(Us)) - score += Outpost * (Pt == KNIGHT ? 2 : 1) - * ((attackedBy[Us][PAWN] & bb) ? 2 : 1); + else if (bb & b & ~pos.pieces(Us)) + score += Outpost / (Pt == KNIGHT ? 1 : 2); // Knight and Bishop bonus for being right behind a pawn if (shift(pos.pieces(PAWN)) & s) @@ -557,10 +552,6 @@ namespace { score += RestrictedPiece * popcount(b); - // Bonus for enemy unopposed weak pawns - if (pos.pieces(Us, ROOK, QUEEN)) - score += WeakUnopposedPawn * pe->weak_unopposed(Them); - // Find squares where our pawns can push on the next move b = shift(pos.pieces(Us, PAWN)) & ~pos.pieces(); b |= shift(b & TRank3BB) & ~pos.pieces(); @@ -661,13 +652,9 @@ namespace { // assign a smaller bonus if the block square isn't attacked. int k = !unsafeSquares ? 20 : !(unsafeSquares & blockSq) ? 9 : 0; - // If the path to the queen is fully defended, assign a big bonus. - // Otherwise assign a smaller bonus if the block square is defended. - if (defendedSquares == squaresToQueen) - k += 6; - - else if (defendedSquares & blockSq) - k += 4; + // Assign a larger bonus if the block square is defended. + if (defendedSquares & blockSq) + k += 5; bonus += make_score(k * w, k * w); } @@ -813,7 +800,7 @@ namespace { // Early exit if score is high Value v = (mg_value(score) + eg_value(score)) / 2; - if (abs(v) > LazyThreshold) + if (abs(v) > LazyThreshold + pos.non_pawn_material() / 64) return pos.side_to_move() == WHITE ? v : -v; // Main evaluation begins here