X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=60eee7a2a03e0f99af502a20ab60a3bf230faf63;hp=f6beca356bc5f0eb7cc6b66012c0a5a12890c2cc;hb=917fe69f84ffcc53783e1ada41833684dc8a2970;hpb=69067e1988ea945977d586a1442a22be0b55671a diff --git a/src/evaluate.cpp b/src/evaluate.cpp index f6beca35..60eee7a2 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -185,22 +185,22 @@ namespace { // which piece type attacks which one. Attacks on lesser pieces which are // pawn-defended are not considered. const Score ThreatByMinor[PIECE_TYPE_NB] = { - S(0, 0), S(0, 33), S(45, 43), S(46, 47), S(72, 107), S(48, 118) + S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(47, 120) }; const Score ThreatByRook[PIECE_TYPE_NB] = { - S(0, 0), S(0, 25), S(40, 62), S(40, 59), S(0, 34), S(35, 48) + 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. - const Score ThreatByKing[] = { S(3, 62), S(9, 138) }; + const Score ThreatByKing[] = { S(3, 65), S(9, 145) }; // Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns. // We don't use a Score because we process the two components independently. const Value Passed[][RANK_NB] = { - { V(0), V(5), V( 5), V(31), V(73), V(166), V(252) }, - { V(0), V(7), V(14), V(38), V(73), V(166), V(252) } + { V(0), V(5), V( 5), V(32), V(70), V(172), V(217) }, + { V(0), V(7), V(13), V(42), V(70), V(170), V(269) } }; // PassedFile[File] contains a bonus according to the file of a passed pawn @@ -210,7 +210,7 @@ namespace { }; // Rank factor applied on some bonus for passed pawn on rank 4 or beyond - const int RankFactor[RANK_NB] = {0, 0, 0, 2, 6, 11, 16}; + const int RankFactor[RANK_NB] = {0, 0, 0, 2, 7, 12, 19}; // KingProtector[PieceType-2] contains a bonus according to distance from king const Score KingProtector[] = { S(-3, -5), S(-4, -3), S(-3, 0), S(-1, 1) }; @@ -224,13 +224,13 @@ namespace { const Score WeakQueen = S( 50, 10); const Score CloseEnemies = S( 7, 0); const Score PawnlessFlank = S( 20, 80); - const Score ThreatBySafePawn = S(192,175); + const Score ThreatBySafePawn = S(175,168); const Score ThreatByRank = S( 16, 3); - const Score Hanging = S( 48, 27); + const Score Hanging = S( 52, 30); const Score WeakUnopposedPawn = S( 5, 25); - const Score ThreatByPawnPush = S( 38, 22); - const Score ThreatByAttackOnQueen = S( 38, 22); - const Score HinderPassedPawn = S( 7, 0); + const Score ThreatByPawnPush = S( 47, 26); + const Score ThreatByAttackOnQueen = S( 42, 21); + const Score HinderPassedPawn = S( 8, 1); const Score TrappedBishopA1H1 = S( 50, 50); #undef S @@ -690,7 +690,7 @@ namespace { // If there aren't any enemy attacks, assign a big bonus. Otherwise // assign a smaller bonus if the block square isn't attacked. - int k = !unsafeSquares ? 18 : !(unsafeSquares & blockSq) ? 8 : 0; + 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.