X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=fb11b262fd7877bc453bed1976a15d5d8aac804a;hp=e4c2bbcb6365a9b5e5744960a4eaa689ade2312d;hb=966bc477af9eae9be63b08111a76e8306263e4a3;hpb=4c9b42316112efc7383c27570102d5d528d6af0a diff --git a/src/evaluate.cpp b/src/evaluate.cpp index e4c2bbcb..fb11b262 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -1,7 +1,7 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008-2014 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -19,6 +19,7 @@ #include #include +#include // For std::memset #include #include @@ -26,10 +27,26 @@ #include "evaluate.h" #include "material.h" #include "pawns.h" -#include "thread.h" namespace { + namespace Tracing { + + enum Term { // First 8 entries are for PieceType + MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERM_NB + }; + + Score scores[COLOR_NB][TERM_NB]; + + std::ostream& operator<<(std::ostream& os, Term idx); + + double to_cp(Value v); + void write(int idx, Color c, Score s); + void write(int idx, Score w, Score b = SCORE_ZERO); + std::string do_trace(const Position& pos); + } + + // Struct EvalInfo contains various information computed and collected // by the evaluation functions. struct EvalInfo { @@ -61,38 +78,28 @@ namespace { // KingAttackWeights array. int kingAttackersWeight[COLOR_NB]; - // kingAdjacentZoneAttacksCount[color] is the number of attacks to squares - // directly adjacent to the king of the given color. Pieces which attack - // more than one square are counted multiple times. For instance, if black's - // king is on g8 and there's a white knight on g5, this knight adds - // 2 to kingAdjacentZoneAttacksCount[BLACK]. + // kingAdjacentZoneAttacksCount[color] is the number of attacks by the given + // color to squares directly adjacent to the enemy king. Pieces which attack + // more than one square are counted multiple times. For instance, if there is + // a white knight on g5 and black's king is on g8, this white knight adds 2 + // to kingAdjacentZoneAttacksCount[WHITE]. int kingAdjacentZoneAttacksCount[COLOR_NB]; Bitboard pinnedPieces[COLOR_NB]; }; - namespace Tracing { - enum Terms { // First 8 entries are for PieceType - MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERMS_NB - }; + // Evaluation weights, indexed by the corresponding evaluation term + enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety }; - Score scores[COLOR_NB][TERMS_NB]; - EvalInfo ei; - ScaleFactor sf; + const struct Weight { int mg, eg; } Weights[] = { + {289, 344}, {233, 201}, {221, 273}, {46, 0}, {322, 0} + }; - double to_cp(Value v); - void write(int idx, Color c, Score s); - void write(int idx, Score w, Score b = SCORE_ZERO); - void print(std::stringstream& ss, const char* name, int idx); - std::string do_trace(const Position& pos); + Score operator*(Score s, const Weight& w) { + return make_score(mg_value(s) * w.mg / 256, eg_value(s) * w.eg / 256); } - // Evaluation weights, indexed by evaluation term - enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety }; - const struct Weight { int mg, eg; } Weights[] = { - {289, 344}, {233, 201}, {221, 273}, {46, 0}, {318, 0} - }; #define V(v) Value(v) #define S(mg, eg) make_score(mg, eg) @@ -102,38 +109,38 @@ namespace { // friendly pieces. const Score MobilityBonus[][32] = { {}, {}, - { S(-65,-50), S(-42,-30), S(-9,-10), S( 3, 0), S(15, 10), S(27, 20), // Knights - S( 37, 28), S( 42, 31), S(44, 33) }, - { S(-52,-47), S(-28,-23), S( 6, 1), S(20, 15), S(34, 29), S(48, 43), // Bishops - S( 60, 55), S( 68, 63), S(74, 68), S(77, 72), S(80, 75), S(82, 77), - S( 84, 79), S( 86, 81) }, - { S(-47,-53), S(-31,-26), S(-5, 0), S( 1, 16), S( 7, 32), S(13, 48), // Rooks - S( 18, 64), S( 22, 80), S(26, 96), S(29,109), S(31,115), S(33,119), - S( 35,122), S( 36,123), S(37,124) }, - { S(-42,-40), S(-28,-23), S(-5, -7), S( 0, 0), S( 6, 10), S(11, 19), // Queens - S( 13, 29), S( 18, 38), S(20, 40), S(21, 41), S(22, 41), S(22, 41), - S( 22, 41), S( 23, 41), S(24, 41), S(25, 41), S(25, 41), S(25, 41), - S( 25, 41), S( 25, 41), S(25, 41), S(25, 41), S(25, 41), S(25, 41), - S( 25, 41), S( 25, 41), S(25, 41), S(25, 41) } + { S(-68,-49), S(-46,-33), S(-3,-12), S( 5, -4), S( 9, 11), S(15, 16), // Knights + S( 23, 27), S( 33, 28), S(37, 29) }, + { S(-49,-44), S(-23,-16), S(16, 1), S(29, 16), S(40, 25), S(51, 34), // Bishops + S( 55, 43), S( 61, 49), S(64, 51), S(68, 52), S(73, 55), S(75, 60), + S( 80, 65), S( 86, 66) }, + { S(-50,-57), S(-28,-22), S(-11, 7), S(-1, 29), S( 0, 39), S( 1, 46), // Rooks + S( 10, 66), S( 16, 79), S(22, 86), S(23,103), S(30,109), S(33,111), + S( 37,115), S( 38,119), S(48,124) }, + { S(-43,-30), S(-27,-15), S( 1, -5), S( 2, -3), S(14, 10), S(18, 24), // Queens + S( 20, 27), S( 33, 37), S(33, 38), S(34, 43), S(40, 46), S(43, 56), + S( 46, 61), S( 52, 63), S(52, 63), S(57, 65), S(60, 70), S(61, 74), + S( 67, 80), S( 76, 82), S(77, 88), S(82, 94), S(86, 95), S(90, 96), + S( 94, 99), S( 96,100), S(99,111), S(99,112) } }; - // Outpost[PieceType][Square] contains bonuses for knights and bishops outposts, - // indexed by piece type and square (from white's point of view). + // Outpost[Bishop/Knight][Square] contains bonuses for knights and bishops + // outposts, indexed by piece type and square (from white's point of view). const Value Outpost[][SQUARE_NB] = { {// A B C D E F G H V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Knights V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), - V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0), - V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0), - V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0), - V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0) }, + V(0), V(0), V(3), V(9), V(9), V(3), V(0), V(0), + V(0), V(4),V(18),V(25),V(25),V(18), V(4), V(0), + V(4), V(9),V(29),V(38),V(38),V(29), V(9), V(4), + V(2), V(9),V(19),V(15),V(15),V(19), V(9), V(2) }, { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Bishops V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), - V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0), - V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0), - V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0), - V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0) } + V(2), V(4), V(3), V(8), V(8), V(3), V(4), V(2), + V(1), V(9), V(9),V(13),V(13), V(9), V(9), V(1), + V(2), V(8),V(21),V(24),V(24),V(21), V(8), V(2), + V(0), V(4), V(6), V(6), V(6), V(6), V(4), V(0) } }; // Threat[defended/weak][minor/major attacking][attacked PieceType] contains @@ -147,8 +154,8 @@ namespace { // ThreatenedByPawn[PieceType] contains a penalty according to which piece // type is attacked by an enemy pawn. - const Score ThreatenedByPawn[] = { - S(0, 0), S(0, 0), S(87, 118), S(84, 122), S(114, 203), S(121, 217) + const Score ThreatenedByPawn[PIECE_TYPE_NB] = { + S(0, 0), S(0, 0), S(107, 138), S(84, 122), S(114, 203), S(121, 217) }; // Assorted bonuses and penalties used by evaluation @@ -162,6 +169,8 @@ namespace { const Score TrappedRook = S(92, 0); const Score Unstoppable = S( 0, 20); const Score Hanging = S(31, 26); + const Score PawnAttackThreat = S(20, 20); + const Score PawnSafePush = S( 5, 5); // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only @@ -175,7 +184,7 @@ namespace { // by the space evaluation. In the middlegame, each side is given a bonus // based on how many squares inside this area are safe and available for // friendly minor pieces. - const Bitboard SpaceMask[] = { + const Bitboard SpaceMask[COLOR_NB] = { (FileCBB | FileDBB | FileEBB | FileFBB) & (Rank2BB | Rank3BB | Rank4BB), (FileCBB | FileDBB | FileEBB | FileFBB) & (Rank7BB | Rank6BB | Rank5BB) }; @@ -184,26 +193,18 @@ namespace { // in KingDanger[]. Various little "meta-bonuses" measuring the strength // of the enemy attack are added up into an integer, which is used as an // index to KingDanger[]. - // + Score KingDanger[512]; + // KingAttackWeights[PieceType] contains king attack weights by piece type - const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 }; - - // Bonuses for enemy's safe checks - const int QueenContactCheck = 24; - const int RookContactCheck = 16; - const int QueenCheck = 12; - const int RookCheck = 8; - const int BishopCheck = 2; - const int KnightCheck = 3; - - // KingDanger[attackUnits] contains the actual king danger weighted - // scores, indexed by a calculated integer number. - Score KingDanger[128]; - - // apply_weight() weighs score 's' by weight 'w' trying to prevent overflow - Score apply_weight(Score s, const Weight& w) { - return make_score(mg_value(s) * w.mg / 256, eg_value(s) * w.eg / 256); - } + const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 7, 5, 4, 1 }; + + // Penalties for enemy's safe checks + const int QueenContactCheck = 89; + const int RookContactCheck = 71; + const int QueenCheck = 50; + const int RookCheck = 37; + const int BishopCheck = 6; + const int KnightCheck = 14; // init_eval_info() initializes king bitboards for given color adding @@ -212,13 +213,12 @@ namespace { template void init_eval_info(const Position& pos, EvalInfo& ei) { - const Color Them = (Us == WHITE ? BLACK : WHITE); + const Color Them = (Us == WHITE ? BLACK : WHITE); const Square Down = (Us == WHITE ? DELTA_S : DELTA_N); ei.pinnedPieces[Us] = pos.pinned_pieces(Us); - - Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from(pos.king_square(Them)); ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us); + Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from(pos.king_square(Them)); // Init king safety tables only if we are going to use them if (pos.non_pawn_material(Us) >= QueenValueMg) @@ -301,8 +301,7 @@ namespace { | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]); - int mob = Pt != QUEEN ? popcount(b & mobilityArea[Us]) - : popcount(b & mobilityArea[Us]); + int mob = popcount(b & mobilityArea[Us]); mobility[Us] += MobilityBonus[Pt][mob]; @@ -411,11 +410,12 @@ namespace { // number and types of the enemy's attacking pieces, the number of // attacked and undefended squares around our king and the quality of // the pawn shelter (current 'score' value). - attackUnits = std::min(20, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2) - + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount(undefended)) - + 2 * (ei.pinnedPieces[Us] != 0) - - mg_value(score) / 32 - - !pos.count(Them) * 15; + attackUnits = std::min(74, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) + + 8 * ei.kingAdjacentZoneAttacksCount[Them] + + 25 * popcount(undefended) + + 11 * (ei.pinnedPieces[Us] != 0) + - mg_value(score) / 8 + - !pos.count(Them) * 60; // Analyse the enemy's safe queen contact checks. Firstly, find the // undefended squares around the king reachable by the enemy queen... @@ -475,7 +475,7 @@ namespace { // Finally, extract the king danger score from the KingDanger[] // array and subtract the score from evaluation. - score -= KingDanger[std::max(std::min(attackUnits, 99), 0)]; + score -= KingDanger[std::max(std::min(attackUnits, 399), 0)]; } if (Trace) @@ -491,7 +491,12 @@ namespace { template Score evaluate_threats(const Position& pos, const EvalInfo& ei) { - const Color Them = (Us == WHITE ? BLACK : WHITE); + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Square Up = (Us == WHITE ? DELTA_N : DELTA_S); + const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE); + const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW); + const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB); + const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB); enum { Defended, Weak }; enum { Minor, Major }; @@ -500,8 +505,7 @@ namespace { Score score = SCORE_ZERO; // Non-pawn enemies defended by a pawn - defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) - & ei.attackedBy[Them][PAWN]; + defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Them][PAWN]; // Add a bonus according to the kind of attacking pieces if (defended) @@ -533,13 +537,32 @@ namespace { b = weak & ~ei.attackedBy[Them][ALL_PIECES]; if (b) - score += more_than_one(b) ? Hanging * popcount(b) : Hanging; + score += Hanging * popcount(b); b = weak & ei.attackedBy[Us][KING]; if (b) score += more_than_one(b) ? KingOnMany : KingOnOne; } + // Add a small bonus for safe pawn pushes + b = pos.pieces(Us, PAWN) & ~TRank7BB; + b = shift_bb(b | (shift_bb(b & TRank2BB) & ~pos.pieces())); + + b &= ~pos.pieces() + & ~ei.attackedBy[Them][PAWN] + & (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]); + + if (b) + score += popcount(b) * PawnSafePush; + + // Add another bonus if the pawn push attacks an enemy piece + b = (shift_bb(b) | shift_bb(b)) + & pos.pieces(Them) + & ~ei.attackedBy[Us][PAWN]; + + if (b) + score += popcount(b) * PawnAttackThreat; + if (Trace) Tracing::write(Tracing::THREAT, Us, score); @@ -624,10 +647,10 @@ namespace { } if (Trace) - Tracing::write(Tracing::PASSED, Us, apply_weight(score, Weights[PassedPawns])); + Tracing::write(Tracing::PASSED, Us, score * Weights[PassedPawns]); // Add the scores to the middlegame and endgame eval - return apply_weight(score, Weights[PassedPawns]); + return score * Weights[PassedPawns]; } @@ -676,7 +699,6 @@ namespace { EvalInfo ei; Score score, mobility[2] = { SCORE_ZERO, SCORE_ZERO }; - Thread* thisThread = pos.this_thread(); // Initialize score by reading the incrementally updated scores included // in the position object (material + piece square tables). @@ -684,7 +706,7 @@ namespace { score = pos.psq_score(); // Probe the material hash table - ei.mi = Material::probe(pos, thisThread->materialTable, thisThread->endgames); + ei.mi = Material::probe(pos); score += ei.mi->imbalance(); // If we have a specialized evaluation function for the current material @@ -693,8 +715,8 @@ namespace { return ei.mi->evaluate(pos); // Probe the pawn hash table - ei.pi = Pawns::probe(pos, thisThread->pawnsTable); - score += apply_weight(ei.pi->pawns_score(), Weights[PawnStructure]); + ei.pi = Pawns::probe(pos); + score += ei.pi->pawns_score() * Weights[PawnStructure]; // Initialize attack and king safety bitboards init_eval_info(pos, ei); @@ -709,7 +731,7 @@ namespace { // Evaluate pieces and mobility score += evaluate_pieces(pos, ei, mobility, mobilityArea); - score += apply_weight(mobility[WHITE] - mobility[BLACK], Weights[Mobility]); + score += (mobility[WHITE] - mobility[BLACK]) * Weights[Mobility]; // Evaluate kings after all other pieces because we need complete attack // information when computing the king safety evaluation. @@ -736,11 +758,8 @@ namespace { } // Evaluate space for both sides, only during opening - if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 2 * QueenValueMg + 4 * RookValueMg + 2 * KnightValueMg) - { - Score s = evaluate_space(pos, ei) - evaluate_space(pos, ei); - score += apply_weight(s, Weights[Space]); - } + if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 11756) + score += (evaluate_space(pos, ei) - evaluate_space(pos, ei)) * Weights[Space]; // Scale winning side if position is more drawish than it appears Color strongSide = eg_value(score) > VALUE_DRAW ? WHITE : BLACK; @@ -778,57 +797,48 @@ namespace { v /= int(PHASE_MIDGAME); - // In case of tracing add all single evaluation contributions for both white and black + // In case of tracing add all single evaluation terms for both white and black if (Trace) { Tracing::write(Tracing::MATERIAL, pos.psq_score()); Tracing::write(Tracing::IMBALANCE, ei.mi->imbalance()); Tracing::write(PAWN, ei.pi->pawns_score()); - Tracing::write(Tracing::MOBILITY, apply_weight(mobility[WHITE], Weights[Mobility]) - , apply_weight(mobility[BLACK], Weights[Mobility])); - Tracing::write(Tracing::SPACE, apply_weight(evaluate_space(pos, ei), Weights[Space]) - , apply_weight(evaluate_space(pos, ei), Weights[Space])); + Tracing::write(Tracing::MOBILITY, mobility[WHITE] * Weights[Mobility] + , mobility[BLACK] * Weights[Mobility]); + Tracing::write(Tracing::SPACE, evaluate_space(pos, ei) * Weights[Space] + , evaluate_space(pos, ei) * Weights[Space]); Tracing::write(Tracing::TOTAL, score); - Tracing::ei = ei; - Tracing::sf = sf; } - return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo; + return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo; // Side to move point of view } - // Tracing function definitions + // Tracing functions double Tracing::to_cp(Value v) { return double(v) / PawnValueEg; } void Tracing::write(int idx, Color c, Score s) { scores[c][idx] = s; } void Tracing::write(int idx, Score w, Score b) { - - write(idx, WHITE, w); - write(idx, BLACK, b); + scores[WHITE][idx] = w, scores[BLACK][idx] = b; } - void Tracing::print(std::stringstream& ss, const char* name, int idx) { - - Score wScore = scores[WHITE][idx]; - Score bScore = scores[BLACK][idx]; - - switch (idx) { - case MATERIAL: case IMBALANCE: case PAWN: case TOTAL: - ss << std::setw(15) << name << " | --- --- | --- --- | " - << std::setw(5) << to_cp(mg_value(wScore - bScore)) << " " - << std::setw(5) << to_cp(eg_value(wScore - bScore)) << " \n"; - break; - default: - ss << std::setw(15) << name << " | " << std::noshowpos - << std::setw(5) << to_cp(mg_value(wScore)) << " " - << std::setw(5) << to_cp(eg_value(wScore)) << " | " - << std::setw(5) << to_cp(mg_value(bScore)) << " " - << std::setw(5) << to_cp(eg_value(bScore)) << " | " - << std::setw(5) << to_cp(mg_value(wScore - bScore)) << " " - << std::setw(5) << to_cp(eg_value(wScore - bScore)) << " \n"; - } + std::ostream& Tracing::operator<<(std::ostream& os, Term t) { + + double wScore[] = { to_cp(mg_value(scores[WHITE][t])), to_cp(eg_value(scores[WHITE][t])) }; + double bScore[] = { to_cp(mg_value(scores[BLACK][t])), to_cp(eg_value(scores[BLACK][t])) }; + + if (t == MATERIAL || t == IMBALANCE || t == Term(PAWN) || t == TOTAL) + os << " --- --- | --- --- | "; + else + os << std::setw(5) << wScore[MG] << " " << std::setw(5) << wScore[EG] << " | " + << std::setw(5) << bScore[MG] << " " << std::setw(5) << bScore[EG] << " | "; + + os << std::setw(5) << wScore[MG] - bScore[MG] << " " + << std::setw(5) << wScore[EG] - bScore[EG] << " \n"; + + return os; } std::string Tracing::do_trace(const Position& pos) { @@ -842,23 +852,21 @@ namespace { ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2) << " Eval term | White | Black | Total \n" << " | MG EG | MG EG | MG EG \n" - << "----------------+-------------+-------------+-------------\n"; - - print(ss, "Material", MATERIAL); - print(ss, "Imbalance", IMBALANCE); - print(ss, "Pawns", PAWN); - print(ss, "Knights", KNIGHT); - print(ss, "Bishops", BISHOP); - print(ss, "Rooks", ROOK); - print(ss, "Queens", QUEEN); - print(ss, "Mobility", MOBILITY); - print(ss, "King safety", KING); - print(ss, "Threats", THREAT); - print(ss, "Passed pawns", PASSED); - print(ss, "Space", SPACE); - - ss << "----------------+-------------+-------------+-------------\n"; - print(ss, "Total", TOTAL); + << "----------------+-------------+-------------+-------------\n" + << " Material | " << Term(MATERIAL) + << " Imbalance | " << Term(IMBALANCE) + << " Pawns | " << Term(PAWN) + << " Knights | " << Term(KNIGHT) + << " Bishop | " << Term(BISHOP) + << " Rooks | " << Term(ROOK) + << " Queens | " << Term(QUEEN) + << " Mobility | " << Term(MOBILITY) + << " King safety | " << Term(KING) + << " Threats | " << Term(THREAT) + << " Passed pawns | " << Term(PASSED) + << " Space | " << Term(SPACE) + << "----------------+-------------+-------------+-------------\n" + << " Total | " << Term(TOTAL); ss << "\nTotal Evaluation: " << to_cp(v) << " (white side)\n"; @@ -891,13 +899,14 @@ namespace Eval { void init() { - const double MaxSlope = 30; - const double Peak = 1280; + const int MaxSlope = 8700; + const int Peak = 1280000; + int t = 0; - for (int t = 0, i = 1; i < 100; ++i) + for (int i = 0; i < 400; ++i) { - t = int(std::min(Peak, std::min(0.4 * i * i, t + MaxSlope))); - KingDanger[i] = apply_weight(make_score(t, 0), Weights[KingSafety]); + t = std::min(Peak, std::min(i * i * 27, t + MaxSlope)); + KingDanger[i] = make_score(t / 1000, 0) * Weights[KingSafety]; } }