// friendly pieces.
const Score MobilityBonus[][32] = {
{}, {},
- { S(-67,-48), S(-41,-27), S(-4, -7), S( 7, 4), S(14, 16), S(21, 29), // Knights
- S( 27, 39), S( 31, 43), S(34, 44) },
- { S(-48,-48), S(-21,-21), S(16, -2), S(30, 13), S(44, 25), S(57, 34), // Bishops
- S( 69, 47), S( 78, 53), S(78, 56), S(83, 58), S(88, 64), S(90, 68),
- S( 90, 74), S( 91, 76) },
- { S(-47,-56), S(-28,-27), S(-9, 1), S( 0, 22), S( 2, 33), S( 7, 47), // Rooks
- S( 9, 62), S( 14, 78), S(21, 89), S(23,105), S(25,113), S(26,114),
- S( 27,115), S( 29,118), S(32,122) },
- { S(-46,-37), S(-33,-18), S(-9,-10), S(-3, -7), S( 7, 1), S( 9, 5), // Queens
- S( 12, 10), S( 20, 19), S(23, 22), S(24, 29), S(30, 30), S(32, 34),
- S( 37, 35), S( 47, 38), S(47, 41), S(47, 42), S(52, 42), S(55, 42),
- S( 58, 43), S( 60, 49), S(60, 52), S(61, 56), S(65, 57), S(68, 57),
- S( 68, 59), S( 71, 61), S(72, 63), S(76, 63) }
+ { S(-68,-49), S(-46,-33), S(-3,-12), S( 5, -4), S( 9, 11), S(15, 16), // Knights
+ S( 23, 27), S( 33, 28), S(37, 29) },
+ { S(-49,-44), S(-23,-16), S(16, 1), S(29, 16), S(40, 25), S(51, 34), // Bishops
+ S( 55, 43), S( 61, 49), S(64, 51), S(68, 52), S(73, 55), S(75, 60),
+ S( 80, 65), S( 86, 66) },
+ { S(-50,-57), S(-28,-22), S(-11, 7), S(-1, 29), S( 0, 39), S( 1, 46), // Rooks
+ S( 10, 66), S( 16, 79), S(22, 86), S(23,103), S(30,109), S(33,111),
+ S( 37,115), S( 38,119), S(48,124) },
+ { S(-43,-30), S(-27,-15), S( 1, -5), S( 2, -3), S(14, 10), S(18, 24), // Queens
+ S( 20, 27), S( 33, 37), S(33, 38), S(34, 43), S(40, 46), S(43, 56),
+ S( 46, 61), S( 52, 63), S(52, 63), S(57, 65), S(60, 70), S(61, 74),
+ S( 67, 80), S( 76, 82), S(77, 88), S(82, 94), S(86, 95), S(90, 96),
+ S( 94, 99), S( 96,100), S(99,111), S(99,112) }
};
// Outpost[Bishop/Knight][Square] contains bonuses for knights and bishops
S(0, 0), S(0, 0), S(107, 138), S(84, 122), S(114, 203), S(121, 217)
};
+ const Score ThreatenedByHangingPawn = S(40, 60);
+
// Assorted bonuses and penalties used by evaluation
const Score KingOnOne = S( 2, 58);
const Score KingOnMany = S( 6,125);
mobility[Us] += MobilityBonus[Pt][mob];
- // Decrease score if we are attacked by an enemy pawn. The remaining part
- // of threat evaluation must be done later when we have full attack info.
- if (ei.attackedBy[Them][PAWN] & s)
- score -= ThreatenedByPawn[Pt];
-
if (Pt == BISHOP || Pt == KNIGHT)
{
// Bonus for outpost square
enum { Defended, Weak };
enum { Minor, Major };
- Bitboard b, weak, defended;
+ Bitboard b, weak, defended, safe_pawns, safe_pawn_threats, unsafe_pawn_threats;
Score score = SCORE_ZERO;
+ // Pawn Threats
+ b = ei.attackedBy[Us][PAWN] & (pos.pieces(Them) ^ pos.pieces(Them, PAWN));
+ if(b)
+ {
+ safe_pawns = pos.pieces(Us, PAWN) & (~ei.attackedBy[Them][ALL_PIECES] | ei.attackedBy[Us][ALL_PIECES]);
+ safe_pawn_threats = (shift_bb<Right>(safe_pawns) | shift_bb<Left>(safe_pawns)) & (pos.pieces(Them) ^ pos.pieces(Them, PAWN));
+ unsafe_pawn_threats = b ^ safe_pawn_threats;
+ // Unsafe pawn threats
+ if(unsafe_pawn_threats)
+ score += ThreatenedByHangingPawn;
+
+ // Evaluate safe pawn threats
+ while(safe_pawn_threats)
+ score += ThreatenedByPawn[type_of(pos.piece_on(pop_lsb(&safe_pawn_threats)))];
+
+ }
+
// Non-pawn enemies defended by a pawn
defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Them][PAWN];