- // Doubled pawn penalty by file
- const Score Doubled[FILE_NB] = {
- S(13, 43), S(20, 48), S(23, 48), S(23, 48),
- S(23, 48), S(23, 48), S(20, 48), S(13, 43) };
-
- // Isolated pawn penalty by opposed flag and file
- const Score Isolated[2][FILE_NB] = {
- { S(37, 45), S(54, 52), S(60, 52), S(60, 52),
- S(60, 52), S(60, 52), S(54, 52), S(37, 45) },
- { S(25, 30), S(36, 35), S(40, 35), S(40, 35),
- S(40, 35), S(40, 35), S(36, 35), S(25, 30) } };
-
- // Backward pawn penalty by opposed flag and file
- const Score Backward[2][FILE_NB] = {
- { S(30, 42), S(43, 46), S(49, 46), S(49, 46),
- S(49, 46), S(49, 46), S(43, 46), S(30, 42) },
- { S(20, 28), S(29, 31), S(33, 31), S(33, 31),
- S(33, 31), S(33, 31), S(29, 31), S(20, 28) } };
-
- // Connected pawn bonus by opposed, phalanx flags and rank
- Score Connected[2][2][RANK_NB];
-
- // Levers bonus by rank
- const Score Lever[RANK_NB] = {
- S( 0, 0), S( 0, 0), S(0, 0), S(0, 0),
- S(20,20), S(40,40), S(0, 0), S(0, 0) };
-
- // Bonus for file distance of the two outermost pawns
- const Score PawnsFileSpan = S(0, 15);
-
- // Unsupported pawn penalty
- const Score UnsupportedPawnPenalty = S(20, 10);
-
- // Weakness of our pawn shelter in front of the king indexed by [rank]
- const Value ShelterWeakness[RANK_NB] =
- { V(100), V(0), V(27), V(73), V(92), V(101), V(101) };
-
- // Danger of enemy pawns moving toward our king indexed by
- // [no friendly pawn | pawn unblocked | pawn blocked][rank of enemy pawn]
- const Value StormDanger[][RANK_NB] = {
- { V( 0), V(64), V(128), V(51), V(26) },
- { V(26), V(32), V( 96), V(38), V(20) },
- { V( 0), V( 0), V(160), V(25), V(13) } };
-
- // Max bonus for king safety. Corresponds to start position with all the pawns
- // in front of the king and no enemy pawn on the horizon.
- const Value MaxSafetyBonus = V(263);
+ // Pawn penalties
+ constexpr Score Isolated = S( 4, 20);
+ constexpr Score Backward = S(21, 22);
+ constexpr Score Doubled = S(12, 54);
+
+ // Connected pawn bonus by opposed, phalanx, #support and rank
+ Score Connected[2][2][3][RANK_NB];
+
+ // 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( 16), V(82), V( 83), V( 47), V( 19), V( 44), V( 4) },
+ { V(-51), V(56), V( 33), V(-58), V(-57), V(-50), V(-39) },
+ { V(-20), V(71), V( 16), V(-10), V( 13), V( 19), V(-30) },
+ { V(-29), V(12), V(-21), V(-40), V(-15), V(-77), V(-91) }
+ };
+
+ // Danger of enemy pawns moving toward our king by [distance from edge][rank].
+ // RANK_1 = 0 is used for files where the enemy has no pawn, or their pawn
+ // is behind our king.
+ constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = {
+ { V(54), V( 48), V( 99), V(91), V(42), V( 32), V( 31) },
+ { V(34), V( 27), V(105), V(38), V(32), V(-19), V( 3) },
+ { V(-4), V( 28), V( 87), V(18), V(-3), V(-14), V(-11) },
+ { V(-5), V( 22), V( 75), V(14), V( 2), V( -5), V(-19) }
+ };
+
+ // Danger of blocked enemy pawns storming our king, by rank
+ constexpr Value BlockedStorm[RANK_NB] =
+ { V(0), V(0), V( 81), V(-9), V(-5), V(-1), V(26) };