// 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}
+ {289, 344}, {233, 201}, {221, 273}, {46, 0}, {321, 0}
};
#define V(v) Value(v)
// index to KingDanger[].
//
// KingAttackWeights[PieceType] contains king attack weights by piece type
- const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 };
+ const int KingAttackWeights[] = { 0, 0, 6, 2, 5, 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;
+ const int QueenContactCheck = 92;
+ const int RookContactCheck = 68;
+ const int QueenCheck = 50;
+ const int RookCheck = 36;
+ const int BishopCheck = 7;
+ const int KnightCheck = 14;
// KingDanger[attackUnits] contains the actual king danger weighted
// scores, indexed by a calculated integer number.
// 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<Max15>(undefended))
- + 2 * (ei.pinnedPieces[Us] != 0)
- - mg_value(score) / 32
- - !pos.count<QUEEN>(Them) * 15;
+ attackUnits = std::min(77, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
+ + 10 * ei.kingAdjacentZoneAttacksCount[Them]
+ + 19 * popcount<Max15>(undefended)
+ + 9 * (ei.pinnedPieces[Us] != 0)
+ - mg_value(score) * 63 / 512
+ - !pos.count<QUEEN>(Them) * 60;
// Analyse the enemy's safe queen contact checks. Firstly, find the
// undefended squares around the king reachable by the enemy queen...
// 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 / 4, 99), 0)];
}
if (Trace)
// Weakness of our pawn shelter in front of the king by [distance from edge][rank]
const Value ShelterWeakness[][RANK_NB] = {
- { V(101), V(10), V(24), V(68), V(90), V( 95), V(102) },
- { V(105), V( 1), V(30), V(76), V(95), V(100), V(105) },
- { V( 99), V( 0), V(32), V(72), V(92), V(101), V(100) },
- { V( 94), V( 1), V(31), V(68), V(89), V( 98), V(106) } };
+ { 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) } };
// Danger of enemy pawns moving toward our king by [type][distance from edge][rank]
const Value StormDanger[][4][RANK_NB] = {
- { { V( 0), V( 61), V( 128), V(47), V(27) },
- { V( 0), V( 66), V( 131), V(49), V(27) },
- { V( 0), V( 62), V( 126), V(52), V(23) },
- { V( 0), V( 63), V( 128), V(52), V(26) } },
- { { V(25), V( 33), V( 95), V(39), V(21) },
- { V(24), V( 33), V( 97), V(42), V(22) },
- { V(24), V( 33), V( 93), V(35), V(23) },
- { V(26), V( 27), V( 96), V(37), V(22) } },
- { { V( 0), V( 0), V( 80), V(14), V( 8) },
- { V( 0), V( 0), V( 163), V(28), V(12) },
- { V( 0), V( 0), V( 163), V(25), V(15) },
- { V( 0), V( 0), V( 161), V(24), V(14) } },
- { { V( 0), V(-300), V(-300), V(54), V(23) },
- { V( 0), V( 67), V( 128), V(46), V(24) },
- { V( 0), V( 64), V( 130), V(50), V(29) },
- { V( 0), V( 63), V( 127), V(51), V(24) } } };
+ { { 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) } } };
// 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(261);
+ const Value MaxSafetyBonus = V(257);
#undef S
#undef V