+ #define V Value
+ #define S(mg, eg) make_score(mg, eg)
+
+ // 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) };
+
+ // Unsupported pawn penalty
+ const Score UnsupportedPawnPenalty = S(20, 10);
+
+ // Weakness of our pawn shelter in front of the king by [distance from edge][rank]
+ const Value ShelterWeakness[][RANK_NB] = {
+ { V(101), V(10), V(24), V(68), V(90), V( 95), V(102) },
+ { V(105), V( 1), V(30), V(76), V(95), V(100), V(105) },
+ { V( 99), V( 0), V(32), V(72), V(92), V(101), V(100) },
+ { V( 94), V( 1), V(31), V(68), V(89), V( 98), V(106) } };
+
+ // Danger of enemy pawns moving toward our king by [type][distance from edge][rank]
+ const Value StormDanger[][4][RANK_NB] = {
+ { { V( 0), V( 61), V( 128), V(47), V(27) },
+ { V( 0), V( 66), V( 131), V(49), V(27) },
+ { V( 0), V( 62), V( 126), V(52), V(23) },
+ { V( 0), V( 63), V( 128), V(52), V(26) } },
+ { { V(25), V( 33), V( 95), V(39), V(21) },
+ { V(24), V( 33), V( 97), V(42), V(22) },
+ { V(24), V( 33), V( 93), V(35), V(23) },
+ { V(26), V( 27), V( 96), V(37), V(22) } },
+ { { V( 0), V( 0), V( 80), V(14), V( 8) },
+ { V( 0), V( 0), V( 163), V(28), V(12) },
+ { V( 0), V( 0), V( 163), V(25), V(15) },
+ { V( 0), V( 0), V( 161), V(24), V(14) } },
+ { { V( 0), V(-300), V(-300), V(54), V(23) },
+ { V( 0), V( 67), V( 128), V(46), V(24) },
+ { V( 0), V( 64), V( 130), V(50), V(29) },
+ { V( 0), V( 63), V( 127), V(51), V(24) } } };
+
+ // 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(261);
+
+ #undef S
+ #undef V
+
+ template<Color Us>
+ Score evaluate(const Position& pos, Pawns::Entry* e) {
+
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
+ const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
+ const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE);
+
+ Bitboard b, p, doubled, connected;
+ Square s;
+ bool passed, isolated, opposed, phalanx, backward, unsupported, lever;
+ Score score = SCORE_ZERO;
+ const Square* pl = pos.list<PAWN>(Us);
+ const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)];
+
+ Bitboard ourPawns = pos.pieces(Us , PAWN);
+ Bitboard theirPawns = pos.pieces(Them, PAWN);
+
+ e->passedPawns[Us] = 0;
+ e->kingSquares[Us] = SQ_NONE;
+ e->semiopenFiles[Us] = 0xFF;
+ e->pawnAttacks[Us] = shift_bb<Right>(ourPawns) | shift_bb<Left>(ourPawns);
+ e->pawnsOnSquares[Us][BLACK] = popcount<Max15>(ourPawns & DarkSquares);
+ e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];