X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=ac8bde741a385650f9a8155025fbfd99f03c5746;hp=c54b6d30bc81eed71e2582bfa7704cfc1da34739;hb=e846a9306d6108fb24cb216689867777ac2b0c4f;hpb=ba2a2c34bb3098648d6f772a4b26d84d761afe2e diff --git a/src/evaluate.cpp b/src/evaluate.cpp index c54b6d30..ac8bde74 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -158,7 +158,7 @@ namespace { constexpr Score BishopPawns = S( 3, 7); constexpr Score CloseEnemies = S( 6, 0); constexpr Score CorneredBishop = S( 50, 50); - constexpr Score Hanging = S( 52, 30); + constexpr Score Hanging = S( 57, 32); constexpr Score HinderPassedPawn = S( 8, 0); constexpr Score KingProtector = S( 6, 6); constexpr Score KnightOnQueen = S( 21, 11); @@ -166,7 +166,7 @@ namespace { constexpr Score MinorBehindPawn = S( 16, 0); constexpr Score Overload = S( 13, 6); constexpr Score PawnlessFlank = S( 19, 84); - constexpr Score RookOnPawn = S( 8, 24); + constexpr Score RookOnPawn = S( 10, 30); constexpr Score SliderOnQueen = S( 42, 21); constexpr Score ThreatByKing = S( 23, 76); constexpr Score ThreatByPawnPush = S( 45, 40); @@ -718,14 +718,14 @@ namespace { template template Score Evaluation::space() const { + if (pos.non_pawn_material() < SpaceThreshold) + return SCORE_ZERO; + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); constexpr Bitboard SpaceMask = Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB) : CenterFiles & (Rank7BB | Rank6BB | Rank5BB); - if (pos.non_pawn_material() < SpaceThreshold) - return SCORE_ZERO; - // Find the available squares for our pieces inside the area defined by SpaceMask Bitboard safe = SpaceMask & ~pos.pieces(Us, PAWN) @@ -758,16 +758,12 @@ namespace { int outflanking = distance(pos.square(WHITE), pos.square(BLACK)) - distance(pos.square(WHITE), pos.square(BLACK)); - bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide) - && (pos.pieces(PAWN) & KingSide); - // Compute the initiative bonus for the attacking side int complexity = 8 * pe->pawn_asymmetry() + 12 * pos.count() + 12 * outflanking - + 16 * pawnsOnBothFlanks + 48 * !pos.non_pawn_material() - -136 ; + -110 ; // Now apply the bonus: note that we find the attacking side by extracting // the sign of the endgame value, and that we carefully cap the bonus so