// RookOnFile[semiopen/open] contains bonuses for each rook when there is
// no (friendly) pawn on the rook file.
- constexpr Score RookOnFile[] = { S(20, 7), S(45, 20) };
+ constexpr Score RookOnFile[] = { S(18, 7), S(44, 20) };
// ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
// which piece type attacks which one. Attacks on lesser pieces which are
constexpr Score MinorBehindPawn = S( 16, 0);
constexpr Score Overload = S( 13, 6);
constexpr Score PawnlessFlank = S( 19, 84);
- constexpr Score RookOnPawn = S( 10, 30);
+ constexpr Score RookOnPawn = S( 10, 29);
constexpr Score SliderOnQueen = S( 42, 21);
constexpr Score ThreatByKing = S( 22, 78);
constexpr Score ThreatByPawnPush = S( 45, 40);
constexpr Score ThreatByRank = S( 16, 3);
constexpr Score ThreatBySafePawn = S(173,102);
- constexpr Score TrappedRook = S( 92, 0);
+ constexpr Score TrappedRook = S( 96, 5);
constexpr Score WeakQueen = S( 50, 10);
constexpr Score WeakUnopposedPawn = S( 15, 19);
+ 4 * tropism
- 873 * !pos.count<QUEEN>(Them)
- 6 * mg_value(score) / 8
+ + mg_value(mobility[Them] - mobility[Us])
- 30;
// Transform the kingDanger units into a Score, and subtract it from the evaluation
if (kingDanger > 0)
- {
- int mobilityDanger = mg_value(mobility[Them] - mobility[Us]);
- kingDanger = std::max(0, kingDanger + mobilityDanger);
score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16);
- }
}
// Penalty when our king is on a pawnless flank