+Value KBBKNEvaluationFunction::apply(const Position &pos) {
+ assert(pos.piece_count(strongerSide, BISHOP) == 2);
+ assert(pos.non_pawn_material(strongerSide) == 2*BishopValueMidgame);
+ assert(pos.piece_count(weakerSide, KNIGHT) == 1);
+ assert(pos.non_pawn_material(weakerSide) == KnightValueMidgame);
+ assert(pos.pawns() == EmptyBoardBB);
+
+ Value result = BishopValueEndgame;
+ Square wksq = pos.king_square(strongerSide);
+ Square bksq = pos.king_square(weakerSide);
+ Square nsq = pos.piece_list(weakerSide, KNIGHT, 0);
+
+ // Bonus for attacking king close to defending king
+ result += distance_bonus(square_distance(wksq, bksq));
+
+ // Bonus for driving the defending king and knight apart
+ result += Value(square_distance(bksq, nsq) * 32);
+
+ // Bonus for restricting the knight's mobility
+ result += Value((8 - count_1s_max_15(pos.piece_attacks<KNIGHT>(nsq))) * 8);
+
+ return (strongerSide == pos.side_to_move())? result : -result;
+}
+
+
+Value KmmKmEvaluationFunction::apply(const Position &pos) {
+ return Value(0);
+}
+
+