- 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) }};
-
- // Pawn chain membership bonus by file
- const Score ChainMember[FILE_NB] = {
- S(11,-1), S(13,-1), S(13,-1), S(14,-1),
- S(14,-1), S(13,-1), S(13,-1), S(11,-1)
- };
-
- // Candidate passed pawn bonus by rank
- const Score CandidatePassed[RANK_NB] = {
- S( 0, 0), S( 6, 13), S(6,13), S(14,29),
- S(34,68), S(83,166), S(0, 0), S( 0, 0)
- };
-
- // Weakness of our pawn shelter in front of the king indexed by [king pawn][rank]
- const Value ShelterWeakness[2][RANK_NB] =
- { { V(141), V(0), V(38), V(102), V(128), V(141), V(141) },
- { V( 61), V(0), V(16), V( 44), V( 56), V( 61), V( 61) } };
-
- // Danger of enemy pawns moving toward our king indexed by [pawn blocked][rank]
- const Value StormDanger[2][RANK_NB] =
- { { V(26), V(0), V(128), V(51), V(26) },
- { V(13), V(0), V( 64), V(25), V(13) } };
+ S(40, 35), S(40, 35), S(36, 35), S(25, 30) } };
+
+ // Backward pawn penalty by opposed flag
+ const Score Backward[2] = { S(67, 42), S(49, 24) };
+
+ // Connected pawn bonus by opposed, phalanx, twice supported and rank
+ Score Connected[2][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) };
+
+ // Unsupported pawn penalty
+ const Score UnsupportedPawnPenalty = S(20, 10);
+
+ const Score CenterBind = S(16, 0);
+
+ // Weakness of our pawn shelter in front of the king by [distance from edge][rank]
+ const Value ShelterWeakness[][RANK_NB] = {
+ { V( 97), V(21), V(26), V(51), V(87), V( 89), V( 99) },
+ { V(120), V( 0), V(28), V(76), V(88), V(103), V(104) },
+ { V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) },
+ { V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) } };
+
+ // Danger of enemy pawns moving toward our king by [type][distance from edge][rank]
+ const Value StormDanger[][4][RANK_NB] = {
+ { { V( 0), V( 67), V( 134), V(38), V(32) },
+ { V( 0), V( 57), V( 139), V(37), V(22) },
+ { V( 0), V( 43), V( 115), V(43), V(27) },
+ { V( 0), V( 68), V( 124), V(57), V(32) } },
+ { { V(20), V( 43), V( 100), V(56), V(20) },
+ { V(23), V( 20), V( 98), V(40), V(15) },
+ { V(23), V( 39), V( 103), V(36), V(18) },
+ { V(28), V( 19), V( 108), V(42), V(26) } },
+ { { V( 0), V( 0), V( 75), V(14), V( 2) },
+ { V( 0), V( 0), V( 150), V(30), V( 4) },
+ { V( 0), V( 0), V( 160), V(22), V( 5) },
+ { V( 0), V( 0), V( 166), V(24), V(13) } },
+ { { V( 0), V(-283), V(-281), V(57), V(31) },
+ { V( 0), V( 58), V( 141), V(39), V(18) },
+ { V( 0), V( 65), V( 142), V(48), V(32) },
+ { V( 0), V( 60), V( 126), V(51), V(19) } } };