X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fpawns.cpp;h=ef456307cafbacb4479a53627a7a1d7b58aa362d;hp=6ec718ff5167c6ca47c5fded3d31161b7072ce29;hb=ddccb5355cabb7d1a9bf2c0fe3c51b3da0234260;hpb=91cc82aa2566e6b6fa60cf82298250d6e4e2dd46 diff --git a/src/pawns.cpp b/src/pawns.cpp index 6ec718ff..ef456307 100644 --- a/src/pawns.cpp +++ b/src/pawns.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 @@ -63,33 +63,33 @@ namespace { // Weakness of our pawn shelter in front of the king by [distance from edge][rank] const Value ShelterWeakness[][RANK_NB] = { - { V(100), V(13), V(24), V(64), V(89), V( 93), V(104) }, - { V(110), V( 1), V(29), V(75), V(96), V(102), V(107) }, - { V(102), V( 0), V(39), V(74), V(88), V(101), V( 98) }, - { V( 88), V( 4), V(33), V(67), V(92), V( 94), V(107) } }; + { V( 99), V(20), V(26), V(54), V(85), V( 92), V(108) }, + { V(117), V( 1), V(27), V(71), V(94), V(104), V(118) }, + { V(104), V( 4), V(51), V(76), V(82), V(102), V( 97) }, + { V( 80), V(12), V(43), V(65), V(88), V( 91), V(115) } }; // Danger of enemy pawns moving toward our king by [type][distance from edge][rank] const Value StormDanger[][4][RANK_NB] = { - { { V( 0), V( 63), V( 128), V(43), V(27) }, - { V( 0), V( 62), V( 131), V(44), V(26) }, - { V( 0), V( 59), V( 121), V(50), V(28) }, - { V( 0), V( 62), V( 127), V(54), V(28) } }, - { { V(24), V( 40), V( 93), V(42), V(22) }, - { V(24), V( 28), V( 101), V(38), V(20) }, - { V(24), V( 32), V( 95), V(36), V(23) }, - { V(27), V( 24), V( 99), V(36), V(24) } }, - { { V( 0), V( 0), V( 81), V(16), V( 6) }, - { V( 0), V( 0), V( 165), V(29), V( 9) }, - { V( 0), V( 0), V( 163), V(23), V(12) }, - { V( 0), V( 0), V( 161), V(28), V(13) } }, - { { V( 0), V(-296), V(-299), V(55), V(25) }, - { V( 0), V( 67), V( 131), V(46), V(21) }, - { V( 0), V( 65), V( 135), V(50), V(31) }, - { V( 0), V( 62), V( 128), V(51), V(24) } } }; + { { V( 0), V( 65), V( 126), V(36), V(30) }, + { V( 0), V( 55), V( 135), V(36), V(23) }, + { V( 0), V( 47), V( 116), V(45), V(26) }, + { V( 0), V( 62), V( 127), V(57), V(34) } }, + { { V(21), V( 45), V( 93), V(50), V(19) }, + { V(23), V( 24), V( 105), V(41), V(13) }, + { V(23), V( 36), V( 101), V(38), V(20) }, + { V(30), V( 19), V( 110), V(41), V(27) } }, + { { V( 0), V( 0), V( 81), V(14), V( 4) }, + { V( 0), V( 0), V( 169), V(30), V( 3) }, + { V( 0), V( 0), V( 168), V(24), V( 5) }, + { V( 0), V( 0), V( 162), V(26), V(10) } }, + { { V( 0), V(-283), V(-298), V(57), V(29) }, + { V( 0), V( 63), V( 137), V(42), V(18) }, + { V( 0), V( 67), V( 145), V(49), V(33) }, + { V( 0), V( 62), V( 126), V(53), V(21) } } }; // Max bonus for king safety. Corresponds to start position with all the pawns // in front of the king and no enemy pawn on the horizon. - const Value MaxSafetyBonus = V(257); + const Value MaxSafetyBonus = V(258); #undef S #undef V @@ -144,12 +144,11 @@ namespace { lever = theirPawns & pawnAttacksBB[s]; // Test for backward pawn. - // If the pawn is passed, isolated, or connected it cannot be + // If the pawn is passed, isolated, connected or a lever it cannot be // backward. If there are friendly pawns behind on adjacent files - // or if it can capture an enemy pawn it cannot be backward either. - if ( (passed | isolated | connected) - || (ourPawns & pawn_attack_span(Them, s)) - || (pos.attacks_from(s, Us) & theirPawns)) + // it cannot be backward either. + if ( (passed | isolated | lever | connected) + || (ourPawns & pawn_attack_span(Them, s))) backward = false; else { @@ -288,7 +287,7 @@ Score Entry::do_king_safety(const Position& pos, Square ksq) { Bitboard pawns = pos.pieces(Us, PAWN); if (pawns) - while (!(DistanceRingsBB[ksq][minKingPawnDistance[Us]++] & pawns)) {} + while (!(DistanceRingBB[ksq][minKingPawnDistance[Us]++] & pawns)) {} if (relative_rank(Us, ksq) > RANK_4) return make_score(0, -16 * minKingPawnDistance[Us]);