constexpr Score BishopPawns = S( 3, 7);
constexpr Score CloseEnemies = S( 6, 0);
constexpr Score CorneredBishop = S( 50, 50);
- constexpr Score Hanging = S( 52, 30);
+ constexpr Score Hanging = S( 57, 32);
constexpr Score HinderPassedPawn = S( 8, 0);
constexpr Score KingProtector = S( 6, 6);
constexpr Score KnightOnQueen = S( 21, 11);
constexpr Score MinorBehindPawn = S( 16, 0);
constexpr Score Overload = S( 13, 6);
constexpr Score PawnlessFlank = S( 19, 84);
- constexpr Score RookOnPawn = S( 8, 24);
+ constexpr Score RookOnPawn = S( 10, 30);
constexpr Score SliderOnQueen = S( 42, 21);
constexpr Score ThreatByKing = S( 23, 76);
constexpr Score ThreatByPawnPush = S( 45, 40);
: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
const Square ksq = pos.square<KING>(Us);
- Bitboard weak, b, b1, b2, safe, unsafeChecks;
+ Bitboard kingFlank, weak, b, b1, b2, safe, unsafeChecks;
// King shelter and enemy pawns storm
Score score = pe->king_safety<Us>(pos, ksq);
+ // Find the squares that opponent attacks in our king flank, and the squares
+ // which are attacked twice in that flank but not defended by our pawns.
+ kingFlank = KingFlank[file_of(ksq)];
+ b1 = attackedBy[Them][ALL_PIECES] & kingFlank & Camp;
+ b2 = b1 & attackedBy2[Them] & ~attackedBy[Us][PAWN];
+
+ int tropism = popcount(b1) + popcount(b2);
+
// Main king safety evaluation
if (kingAttackersCount[Them] > 1 - pos.count<QUEEN>(Them))
{
+ 69 * kingAttacksCount[Them]
+ 185 * popcount(kingRing[Us] & weak)
+ 129 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
+ + 4 * tropism
- 873 * !pos.count<QUEEN>(Them)
- 6 * mg_value(score) / 8
- - 2 ;
+ - 30;
// Transform the kingDanger units into a Score, and subtract it from the evaluation
if (kingDanger > 0)
}
}
- Bitboard kf = KingFlank[file_of(ksq)];
-
// Penalty when our king is on a pawnless flank
- if (!(pos.pieces(PAWN) & kf))
+ if (!(pos.pieces(PAWN) & kingFlank))
score -= PawnlessFlank;
- // Find the squares that opponent attacks in our king flank, and the squares
- // which are attacked twice in that flank but not defended by our pawns.
- b1 = attackedBy[Them][ALL_PIECES] & kf & Camp;
- b2 = b1 & attackedBy2[Them] & ~attackedBy[Us][PAWN];
-
- // King tropism, to anticipate slow motion attacks on our king
- score -= CloseEnemies * (popcount(b1) + popcount(b2));
+ // King tropism bonus, to anticipate slow motion attacks on our king
+ score -= CloseEnemies * tropism;
if (T)
Trace::add(KING, Us, score);
template<Tracing T> template<Color Us>
Score Evaluation<T>::space() const {
+ if (pos.non_pawn_material() < SpaceThreshold)
+ return SCORE_ZERO;
+
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
constexpr Bitboard SpaceMask =
Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB)
: CenterFiles & (Rank7BB | Rank6BB | Rank5BB);
- if (pos.non_pawn_material() < SpaceThreshold)
- return SCORE_ZERO;
-
// Find the available squares for our pieces inside the area defined by SpaceMask
Bitboard safe = SpaceMask
& ~pos.pieces(Us, PAWN)
int outflanking = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
- distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
- bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide)
- && (pos.pieces(PAWN) & KingSide);
-
// Compute the initiative bonus for the attacking side
int complexity = 8 * pe->pawn_asymmetry()
+ 12 * pos.count<PAWN>()
+ 12 * outflanking
- + 16 * pawnsOnBothFlanks
+ 48 * !pos.non_pawn_material()
- -136 ;
+ -110 ;
// Now apply the bonus: note that we find the attacking side by extracting
// the sign of the endgame value, and that we carefully cap the bonus so