// ThreatByKing[on one/on many] contains bonuses for king attacks on
// pawns or pieces which are not pawn-defended.
- constexpr Score ThreatByKing[] = { S(3, 65), S(9, 145) };
+ constexpr Score ThreatByKing[] = { S(25, 57), S(4, 139) };
// PassedRank[Rank] contains a bonus according to the rank of a passed pawn
constexpr Score PassedRank[RANK_NB] = {
- S(0, 0), S(5, 7), S(5, 13), S(18, 23), S(74, 58), S(164, 166), S(268, 243)
+ S(0, 0), S(7, 10), S(7, 26), S(14, 31), S(42, 63), S(178, 167), S(279, 244)
};
// PassedFile[File] contains a bonus according to the file of a passed pawn
constexpr Score PassedFile[FILE_NB] = {
- S( 15, 7), S(-5, 14), S( 1, -5), S(-22,-11),
- S(-22,-11), S( 1, -5), S(-5, 14), S( 15, 7)
+ S( 17, 6), S(-4, 7), S( 2,-12), S(-17,-14),
+ S(-17,-14), S( 2,-12), S(-4, 7), S( 17, 6)
};
// PassedDanger[Rank] contains a term to weight the passed score
constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 3, 6, 12, 21 };
// KingProtector[PieceType-2] contains a penalty according to distance from king
- constexpr Score KingProtector[] = { S(3, 5), S(4, 3), S(3, 0), S(1, -1) };
+ constexpr Score KingProtector[] = { S(3, 5), S(5, 3), S(3, 0), S(0, -2) };
// Assorted bonuses and penalties
constexpr Score BishopPawns = S( 3, 5);
- constexpr Score CloseEnemies = S( 7, 0);
+ constexpr Score CloseEnemies = S( 8, 0);
constexpr Score Connectivity = S( 3, 1);
constexpr Score CorneredBishop = S( 50, 50);
constexpr Score Hanging = S( 52, 30);
- constexpr Score HinderPassedPawn = S( 8, 1);
+ constexpr Score HinderPassedPawn = S( 5, 2);
constexpr Score KnightOnQueen = S( 21, 11);
constexpr Score LongDiagonalBishop = S( 22, 0);
constexpr Score MinorBehindPawn = S( 16, 0);
constexpr Score PawnlessFlank = S( 20, 80);
constexpr Score RookOnPawn = S( 8, 24);
constexpr Score SliderOnQueen = S( 42, 21);
- constexpr Score ThreatByPawnPush = S( 47, 26);
+ constexpr Score ThreatByPawnPush = S( 49, 30);
constexpr Score ThreatByRank = S( 16, 3);
- constexpr Score ThreatBySafePawn = S(175,168);
+ constexpr Score ThreatBySafePawn = S(186,140);
constexpr Score TrappedRook = S( 92, 0);
constexpr Score WeakQueen = S( 50, 10);
- constexpr Score WeakUnopposedPawn = S( 5, 25);
+ constexpr Score WeakUnopposedPawn = S( 14, 19);
#undef S
// Main king safety evaluation
if (kingAttackersCount[Them] > 1 - pos.count<QUEEN>(Them))
{
- int kingDanger = 0;
+ int kingDanger = -mg_value(score);
unsafeChecks = 0;
// Attacked squares defended at most once by our queen or king
unsafeChecks &= mobilityArea[Them];
kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
- + 102 * kingAttacksCount[Them]
- + 191 * popcount(kingRing[Us] & weak)
- + 143 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
- - 848 * !pos.count<QUEEN>(Them)
- - 9 * mg_value(score) / 8
- + 40;
+ + 64 * kingAttacksCount[Them]
+ + 182 * popcount(kingRing[Us] & weak)
+ + 128 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
+ - 857 * !pos.count<QUEEN>(Them)
+ + 31 ;
// Transform the kingDanger units into a Score, and subtract it from the evaluation
if (kingDanger > 0)
if ( pos.opposite_bishops()
&& pos.non_pawn_material(WHITE) == BishopValueMg
&& pos.non_pawn_material(BLACK) == BishopValueMg)
- // Endgame with opposite-colored bishops and no other pieces is almost a draw
sf = 31;
else
- sf = std::min(40 + (pos.opposite_bishops()? 2 : 7) * pos.count<PAWN>(strongSide), sf);
+ sf = std::min(40 + (pos.opposite_bishops() ? 2 : 7) * pos.count<PAWN>(strongSide), sf);
}
return ScaleFactor(sf);
#define S(mg, eg) make_score(mg, eg)
// Pawn penalties
- constexpr Score Isolated = S(13, 16);
- constexpr Score Backward = S(17, 11);
- constexpr Score Doubled = S(13, 40);
+ constexpr Score Isolated = S( 6, 16);
+ constexpr Score Backward = S(15, 21);
+ constexpr Score Doubled = S( 8, 44);
// Connected pawn bonus by opposed, phalanx, #support and rank
Score Connected[2][2][3][RANK_NB];
// Strength of pawn shelter for our king by [distance from edge][rank].
// RANK_1 = 0 is used for files where we have no pawn, or pawn is behind our king.
constexpr Value ShelterStrength[int(FILE_NB) / 2][RANK_NB] = {
- { V( 7), V(76), V( 84), V( 38), V( 7), V( 30), V(-19) },
- { V(-13), V(83), V( 42), V(-27), V( 2), V(-32), V(-45) },
- { V(-26), V(63), V( 5), V(-44), V( -5), V( 2), V(-59) },
- { V(-19), V(53), V(-11), V(-22), V(-12), V(-51), V(-60) }
+ { V( 28), V(79), V( 75), V( 46), V( 14), V( 31), V(-14) },
+ { V(-48), V(50), V( 29), V(-21), V(-41), V(-23), V(-45) },
+ { V(-25), V(50), V( 17), V(-33), V( -5), V( 9), V(-35) },
+ { V(-29), V(57), V(-25), V(-48), V( -4), V(-46), V(-64) }
};
// Danger of enemy pawns moving toward our king by [distance from edge][rank].
// RANK_1 = 0 is used for files where the enemy has no pawn, or their pawn
// is behind our king.
constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = {
- { V( 25), V( 79), V(107), V( 51), V( 27), V( 0), V( 0) },
- { V( 5), V( 35), V(121), V( -2), V( 15), V(-10), V(-10) },
- { V(-20), V( 22), V( 98), V( 36), V( 7), V(-20), V(-20) },
- { V(-27), V( 24), V( 80), V( 25), V( -4), V(-30), V(-30) }
+ { V( 34), V( 58), V(113), V( 61), V(37), V( 24), V( 21) },
+ { V( 23), V( 46), V( 93), V( 10), V( 2), V(-20), V( 6) },
+ { V( -6), V( 22), V(106), V( 28), V( 6), V(-33), V( -1) },
+ { V(-17), V( 33), V( 71), V( 14), V(-9), V(-21), V(-16) }
};
// Danger of blocked enemy pawns storming our king, by rank
constexpr Value BlockedStorm[RANK_NB] =
- { V( 0), V( 0), V( 75), V(-10), V(-20), V(-20), V(-20) };
+ { V(0), V(0), V( 58), V(-13), V(-22), V(-3), V(-5) };
#undef S
#undef V