// Outpost[knight/bishop][supported by pawn] contains bonuses for knights and
// bishops outposts, bigger if outpost piece is supported by a pawn.
const Score Outpost[][2] = {
- { S(28, 7), S(42,11) }, // Knights
- { S(12, 3), S(18, 5) } // Bishops
+ { S(42,11), S(63,17) }, // Knights
+ { S(18, 5), S(27, 8) } // Bishops
};
// Threat[defended/weak][minor/major attacking][attacked PieceType] contains
const Score Unstoppable = S( 0, 20);
const Score Hanging = S(31, 26);
const Score PawnAttackThreat = S(20, 20);
+ const Score Checked = S(20, 20);
// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
// a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
{
// Bonus for outpost square
if ( relative_rank(Us, s) >= RANK_4
+ && relative_rank(Us, s) <= RANK_6
&& !(pos.pieces(Them, PAWN) & pawn_attack_span(Us, s)))
score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & s)];
// Enemy queen safe checks
b = (b1 | b2) & ei.attackedBy[Them][QUEEN];
if (b)
+ {
attackUnits += QueenCheck * popcount<Max15>(b);
+ score -= Checked;
+ }
// Enemy rooks safe checks
b = b1 & ei.attackedBy[Them][ROOK];
if (b)
+ {
attackUnits += RookCheck * popcount<Max15>(b);
+ score -= Checked;
+ }
// Enemy bishops safe checks
b = b2 & ei.attackedBy[Them][BISHOP];
if (b)
+ {
attackUnits += BishopCheck * popcount<Max15>(b);
+ score -= Checked;
+ }
// Enemy knights safe checks
b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT] & safe;
if (b)
+ {
attackUnits += KnightCheck * popcount<Max15>(b);
+ score -= Checked;
+ }
// Finally, extract the king danger score from the KingDanger[]
// array and subtract the score from evaluation.
sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(56) : ScaleFactor(38);
}
+ // Scale endgame by number of pawns
+ int p = pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK);
+ int v_eg = 1 + abs(int(eg_value(score)));
+ sf = ScaleFactor(std::max(sf / 2, sf - 7 * SCALE_FACTOR_NORMAL * (14 - p) / v_eg));
+
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
Value v = mg_value(score) * int(me->game_phase())
+ eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL;