// 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(32, 42), S(70, 70), S(172, 170), S(217, 269)
+ S(0, 0), S(5, 7), S(5, 13), S(18, 23), S(74, 58), S(164, 166), S(268, 243)
};
// PassedFile[File] contains a bonus according to the file of a passed pawn
constexpr Score PassedFile[FILE_NB] = {
- S( 9, 10), S(2, 10), S(1, -8), S(-20,-12),
- S(-20,-12), S(1, -8), S(2, 10), S( 9, 10)
+ S( 15, 7), S(-5, 14), S( 1, -5), S(-22,-11),
+ S(-22,-11), S( 1, -5), S(-5, 14), S( 15, 7)
};
// PassedDanger[Rank] contains a term to weight the passed score
- constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 2, 7, 12, 19 };
+ 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) };
#define S(mg, eg) make_score(mg, eg)
// Isolated pawn penalty
- constexpr Score Isolated = S(13, 18);
+ constexpr Score Isolated = S(13, 16);
// Backward pawn penalty
- constexpr Score Backward = S(24, 12);
+ constexpr Score Backward = S(17, 11);
// Connected pawn bonus by opposed, phalanx, #support and rank
Score Connected[2][2][3][RANK_NB];
// Doubled pawn penalty
- constexpr Score Doubled = S(18, 38);
+ constexpr Score Doubled = S(13, 40);
// 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( -9), V(64), V(77), V( 44), V( 4), V( -1), V(-11) },
- { V(-15), V(83), V(51), V(-10), V( 1), V(-10), V(-28) },
- { V(-18), V(84), V(27), V(-12), V(21), V( -7), V(-36) },
- { V( 12), V(79), V(25), V( 19), V( 9), V( -6), V(-33) }
+ { V( 7), V(76), V(84), V( 38), V( 7), V( 30), V(-19) },
+ { V(-3), V(93), V(52), V(-17), V(12), V(-22), V(-35) },
+ { V(-6), V(83), V(25), V(-24), V(15), V( 22), V(-39) },
+ { V(11), V(83), V(19), V( 8), V(18), V(-21), V(-30) }
};
// Danger of enemy pawns moving toward our king by [type][distance from edge][rank].
// For the unopposed and unblocked cases, RANK_1 = 0 is used when opponent has
// no pawn on the given file, or their pawn is behind our king.
constexpr Value StormDanger[][4][RANK_NB] = {
- { { V( 4), V( 73), V( 132), V(46), V(31) }, // Unopposed
- { V( 1), V( 64), V( 143), V(26), V(13) },
- { V( 1), V( 47), V( 110), V(44), V(24) },
- { V( 0), V( 72), V( 127), V(50), V(31) } },
- { { V( 0), V( 0), V( 19), V(23), V( 1) }, // BlockedByPawn
- { V( 0), V( 0), V( 88), V(27), V( 2) },
- { V( 0), V( 0), V( 101), V(16), V( 1) },
- { V( 0), V( 0), V( 111), V(22), V(15) } },
- { { V(22), V( 45), V( 104), V(62), V( 6) }, // Unblocked
- { V(31), V( 30), V( 99), V(39), V(19) },
- { V(23), V( 29), V( 96), V(41), V(15) },
- { V(21), V( 23), V( 116), V(41), V(15) } }
+ { { V(11), V( 79), V(132), V( 68), V( 33) }, // Unopposed
+ { V( 4), V(104), V(155), V( 4), V( 21) },
+ { V(-7), V( 59), V(142), V( 45), V( 30) },
+ { V( 0), V( 62), V(113), V( 43), V( 13) } },
+ { { V( 0), V( 0), V( 37), V( 5), V(-48) }, // BlockedByPawn
+ { V( 0), V( 0), V( 68), V(-12), V( 13) },
+ { V( 0), V( 0), V(111), V(-25), V( -3) },
+ { V( 0), V( 0), V(108), V( 14), V( 21) } },
+ { { V(38), V( 78), V( 83), V( 35), V( 22) }, // Unblocked
+ { V(33), V(-15), V(108), V( 12), V( 28) },
+ { V( 8), V( 25), V( 94), V( 68), V( 25) },
+ { V( 6), V( 48), V(120), V( 68), V( 40) } }
};
#undef S