// RookOnFile[semiopen/open] contains bonuses for each rook when there is
// no (friendly) pawn on the rook file.
- constexpr Score RookOnFile[] = { S(20, 7), S(45, 20) };
+ constexpr Score RookOnFile[] = { S(18, 7), S(44, 20) };
// ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
// which piece type attacks which one. Attacks on lesser pieces which are
S(-30,-14), S(-9, -8), S( 0, 9), S( -1, 7)
};
- // PassedDanger[Rank] contains a term to weight the passed score
- constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 3, 7, 11, 20 };
-
// Assorted bonuses and penalties
constexpr Score BishopPawns = S( 3, 7);
constexpr Score CloseEnemies = S( 6, 0);
constexpr Score MinorBehindPawn = S( 16, 0);
constexpr Score Overload = S( 13, 6);
constexpr Score PawnlessFlank = S( 19, 84);
- constexpr Score RookOnPawn = S( 10, 30);
+ constexpr Score RookOnPawn = S( 10, 29);
constexpr Score SliderOnQueen = S( 42, 21);
- constexpr Score ThreatByKing = S( 23, 76);
+ constexpr Score ThreatByKing = S( 22, 78);
constexpr Score ThreatByPawnPush = S( 45, 40);
constexpr Score ThreatByRank = S( 16, 3);
constexpr Score ThreatBySafePawn = S(173,102);
- constexpr Score TrappedRook = S( 92, 0);
+ constexpr Score TrappedRook = S( 96, 5);
constexpr Score WeakQueen = S( 50, 10);
- constexpr Score WeakUnopposedPawn = S( 5, 29);
+ constexpr Score WeakUnopposedPawn = S( 15, 19);
#undef S
Bitboard kingFlank, weak, b, b1, b2, safe, unsafeChecks;
// King shelter and enemy pawns storm
- Score score = pe->king_safety<Us>(pos, ksq);
+ Score score = pe->king_safety<Us>(pos);
// Find the squares that opponent attacks in our king flank, and the squares
// which are attacked twice in that flank but not defended by our pawns.
kingFlank = KingFlank[file_of(ksq)];
b1 = attackedBy[Them][ALL_PIECES] & kingFlank & Camp;
- b2 = b1 & attackedBy2[Them] & ~attackedBy[Us][PAWN];
+ b2 = b1 & attackedBy2[Them];
int tropism = popcount(b1) + popcount(b2);
+ 4 * tropism
- 873 * !pos.count<QUEEN>(Them)
- 6 * mg_value(score) / 8
+ + mg_value(mobility[Them] - mobility[Us])
- 30;
// Transform the kingDanger units into a Score, and subtract it from the evaluation
if (kingDanger > 0)
- {
- int mobilityDanger = mg_value(mobility[Them] - mobility[Us]);
- kingDanger = std::max(0, kingDanger + mobilityDanger);
score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16);
- }
}
// Penalty when our king is on a pawnless flank
assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up)));
int r = relative_rank(Us, s);
- int w = PassedDanger[r];
Score bonus = PassedRank[r];
- if (w)
+ if (r > RANK_3)
{
+ int w = (r-2) * (r-2) + 2;
Square blockSq = s + Up;
// Adjust bonus based on the king's proximity
bonus += make_score(k * w, k * w);
}
- } // w != 0
+ } // rank > RANK_3
// Scale down bonus for candidate passers which need more than one
// pawn push to become passed, or have a pawn in front of them.