template<Color Us> Score passed() const;
template<Color Us> Score space() const;
ScaleFactor scale_factor(Value eg) const;
- Score initiative(Score score) const;
+ Score initiative(Score score, Score materialScore) const;
const Position& pos;
Material::Entry* me;
// known attacking/defending status of the players.
template<Tracing T>
- Score Evaluation<T>::initiative(Score score) const {
-
- Value mg = mg_value(score);
- Value eg = eg_value(score);
+ Score Evaluation<T>::initiative(Score score, Score materialScore) const {
int outflanking = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
- distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
- 43 * almostUnwinnable
- 100 ;
+ // Give more importance to non-material score
+ score = (score * 2 - materialScore) / 2;
+ Value mg = mg_value(score);
+ Value eg = eg_value(score);
+
// Now apply the bonus: note that we find the attacking side by extracting the
// sign of the midgame or endgame values, and that we carefully cap the bonus
// so that the midgame and endgame scores do not change sign after the bonus.
if (abs(v) > LazyThreshold + pos.non_pawn_material() / 64)
return pos.side_to_move() == WHITE ? v : -v;
+ // Remember this score
+ Score materialScore = score;
+
// Main evaluation begins here
initialize<WHITE>();
+ passed< WHITE>() - passed< BLACK>()
+ space< WHITE>() - space< BLACK>();
- score += initiative(score);
+ score += initiative(score, materialScore);
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
ScaleFactor sf = scale_factor(eg_value(score));