// PassedRank[Rank] contains a bonus according to the rank of a passed pawn
constexpr Score PassedRank[RANK_NB] = {
- S(0, 0), S(4, 17), S(7, 20), S(14, 36), S(42, 62), S(165, 171), S(279, 252)
+ S(0, 0), S(5, 18), S(12, 23), S(10, 31), S(57, 62), S(163, 167), S(271, 250)
};
// PassedFile[File] contains a bonus according to the file of a passed pawn
constexpr Score PassedFile[FILE_NB] = {
- S( 11, 14), S( 0, -5), S(-2, -8), S(-25,-13),
- S(-25,-13), S(-2, -8), S( 0, -5), S( 11, 14)
+ S( -1, 7), S( 0, 9), S(-9, -8), S(-30,-14),
+ S(-30,-14), S(-9, -8), S( 0, 9), S( -1, 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, 7, 11, 20 };
// KingProtector[knight/bishop] contains a penalty according to distance from king
- constexpr Score KingProtector[] = { S(4, 6), S(6, 3) };
+ constexpr Score KingProtector[] = { S(5, 6), S(6, 5) };
// Assorted bonuses and penalties
- constexpr Score BishopPawns = S( 3, 5);
- constexpr Score CloseEnemies = S( 8, 0);
+ constexpr Score BishopPawns = S( 3, 7);
+ constexpr Score CloseEnemies = S( 6, 0);
constexpr Score Connectivity = S( 3, 1);
constexpr Score CorneredBishop = S( 50, 50);
constexpr Score Hanging = S( 52, 30);
- constexpr Score HinderPassedPawn = S( 5, -1);
+ constexpr Score HinderPassedPawn = S( 4, 0);
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 ThreatByKing = S( 31, 75);
- constexpr Score ThreatByPawnPush = S( 49, 30);
+ constexpr Score ThreatByKing = S( 23, 76);
+ constexpr Score ThreatByPawnPush = S( 45, 40);
constexpr Score ThreatByRank = S( 16, 3);
- constexpr Score ThreatBySafePawn = S(165,133);
+ constexpr Score ThreatBySafePawn = S(173,102);
constexpr Score TrappedRook = S( 92, 0);
constexpr Score WeakQueen = S( 50, 10);
- constexpr Score WeakUnopposedPawn = S( 5, 26);
+ constexpr Score WeakUnopposedPawn = S( 5, 29);
#undef S
else if (bb &= b & ~pos.pieces(Us))
score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)];
- // Bonus when behind a pawn
- if ( relative_rank(Us, s) < RANK_5
- && (pos.pieces(PAWN) & (s + pawn_push(Us))))
+ // Knight and Bishop bonus for being right behind a pawn
+ if (shift<Down>(pos.pieces(PAWN)) & s)
score += MinorBehindPawn;
// Penalty if the piece is far from the king
unsafeChecks &= mobilityArea[Them];
kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
- + 64 * kingAttacksCount[Them]
- + 183 * popcount(kingRing[Us] & weak)
- + 122 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
- - 860 * !pos.count<QUEEN>(Them)
- - 7 * mg_value(score) / 8
- + 17 ;
+ + 69 * kingAttacksCount[Them]
+ + 185 * popcount(kingRing[Us] & weak)
+ + 129 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
+ - 873 * !pos.count<QUEEN>(Them)
+ - 6 * mg_value(score) / 8
+ - 2 ;
// Transform the kingDanger units into a Score, and subtract it from the evaluation
if (kingDanger > 0)
score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]);
- // Bonus for overload (non-pawn enemies attacked and defended exactly once)
+ // Bonus for overload (non-pawn enemies attacked once or more and defended exactly once)
b = nonPawnEnemies
- & attackedBy[Us][ALL_PIECES] & ~attackedBy2[Us]
+ & attackedBy[Us][ALL_PIECES]
& attackedBy[Them][ALL_PIECES] & ~attackedBy2[Them];
score += Overload * popcount(b);
}