constexpr Value LazyThreshold1 = Value(1400);
constexpr Value LazyThreshold2 = Value(1300);
constexpr Value SpaceThreshold = Value(12222);
- constexpr Value NNUEThreshold = Value(500);
+ constexpr Value NNUEThreshold = Value(520);
// KingAttackWeights[PieceType] contains king attack weights by piece type
constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 81, 52, 44, 10 };
constexpr Score MinorBehindPawn = S( 18, 3);
constexpr Score PassedFile = S( 11, 8);
constexpr Score PawnlessFlank = S( 17, 95);
- constexpr Score QueenInfiltration = S( -2, 14);
constexpr Score ReachableOutpost = S( 31, 22);
constexpr Score RestrictedPiece = S( 7, 7);
constexpr Score RookOnKingRing = S( 16, 0);
{
// Bonus if the piece is on an outpost square or can reach one
// Reduced bonus for knights (BadOutpost) if few relevant targets
- bb = OutpostRanks & attackedBy[Us][PAWN] & ~pe->pawn_attacks_span(Them);
+ bb = OutpostRanks & (attackedBy[Us][PAWN] | shift<Down>(pos.pieces(PAWN)))
+ & ~pe->pawn_attacks_span(Them);
Bitboard targets = pos.pieces(Them) & ~pos.pieces(PAWN);
if ( Pt == KNIGHT
Bitboard queenPinners;
if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s, queenPinners))
score -= WeakQueen;
-
- // Bonus for queen on weak square in enemy camp
- if (relative_rank(Us, s) > RANK_4 && (~pe->pawn_attacks_span(Them) & s))
- score += QueenInfiltration;
}
}
if (T)
if (Eval::useNNUE)
{
- Value balance = pos.non_pawn_material(WHITE) - pos.non_pawn_material(BLACK);
- balance += 200 * (pos.count<PAWN>(WHITE) - pos.count<PAWN>(BLACK));
+ Value v = eg_value(pos.psq_score());
// Take NNUE eval only on balanced positions
- if (abs(balance) < NNUEThreshold)
+ if (abs(v) < NNUEThreshold)
return NNUE::evaluate(pos) + Tempo;
}
return Evaluation<NO_TRACE>(pos).value();