};
// Assorted bonuses and penalties
- constexpr Score BishopPawns = S( 3, 8);
- constexpr Score CloseEnemies = S( 7, 0);
+ constexpr Score BishopPawns = S( 3, 7);
+ constexpr Score CloseEnemies = S( 8, 0);
constexpr Score CorneredBishop = S( 50, 50);
- constexpr Score Hanging = S( 62, 34);
- constexpr Score KingProtector = S( 6, 7);
- constexpr Score KnightOnQueen = S( 20, 12);
- constexpr Score LongDiagonalBishop = S( 44, 0);
- constexpr Score MinorBehindPawn = S( 16, 0);
- constexpr Score Overload = S( 12, 6);
- constexpr Score PawnlessFlank = S( 18, 94);
- constexpr Score RookOnPawn = S( 10, 28);
- constexpr Score SliderOnQueen = S( 49, 21);
- constexpr Score ThreatByKing = S( 21, 84);
- constexpr Score ThreatByPawnPush = S( 48, 42);
- constexpr Score ThreatByRank = S( 14, 3);
- constexpr Score ThreatBySafePawn = S(169, 99);
- constexpr Score TrappedRook = S( 98, 5);
- constexpr Score WeakQueen = S( 51, 10);
- constexpr Score WeakUnopposedPawn = S( 14, 20);
+ constexpr Score Hanging = S( 69, 36);
+ constexpr Score KingProtector = S( 7, 8);
+ constexpr Score KnightOnQueen = S( 16, 12);
+ constexpr Score LongDiagonalBishop = S( 45, 0);
+ constexpr Score MinorBehindPawn = S( 18, 3);
+ constexpr Score PawnlessFlank = S( 17, 95);
+ constexpr Score RestrictedPiece = S( 7, 7);
+ constexpr Score RookOnPawn = S( 10, 32);
+ constexpr Score SliderOnQueen = S( 59, 18);
+ constexpr Score ThreatByKing = S( 24, 89);
+ constexpr Score ThreatByPawnPush = S( 48, 39);
+ constexpr Score ThreatByRank = S( 13, 0);
+ constexpr Score ThreatBySafePawn = S(173, 94);
+ constexpr Score TrappedRook = S( 96, 4);
+ constexpr Score WeakQueen = S( 49, 15);
+ constexpr Score WeakUnopposedPawn = S( 12, 23);
#undef S
kingRing[Us] |= shift<EAST>(kingRing[Us]);
kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them));
+ kingRing[Us] &= ~double_pawn_attacks_bb<Us>(pos.pieces(Us, PAWN));
kingAttacksCount[Them] = kingAttackersWeight[Them] = 0;
}
}
{
File kf = file_of(pos.square<KING>(Us));
if ((kf < FILE_E) == (file_of(s) < kf))
- score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
+ score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.castling_rights(Us));
}
}
+ 69 * kingAttacksCount[Them]
+ 185 * popcount(kingRing[Us] & weak)
+ 150 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
- + 4 * tropism
+ + tropism * tropism / 4
- 873 * !pos.count<QUEEN>(Them)
- 6 * mg_value(score) / 8
+ mg_value(mobility[Them] - mobility[Us])
constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
- Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safe;
+ Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safe, restricted;
Score score = SCORE_ZERO;
// Non-pawn enemies
- nonPawnEnemies = pos.pieces(Them) ^ pos.pieces(Them, PAWN);
+ nonPawnEnemies = pos.pieces(Them) & ~pos.pieces(Them, PAWN);
// Squares strongly protected by the enemy, either because they defend the
// square with a pawn, or because they defend the square twice and we don't.
if (weak & attackedBy[Us][KING])
score += ThreatByKing;
- score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]);
-
- b = weak & nonPawnEnemies & attackedBy[Them][ALL_PIECES];
- score += Overload * popcount(b);
+ b = ~attackedBy[Them][ALL_PIECES]
+ | (nonPawnEnemies & attackedBy2[Us]);
+ score += Hanging * popcount(weak & b);
}
+ // Bonus for restricting their piece moves
+ restricted = attackedBy[Them][ALL_PIECES]
+ & ~stronglyProtected
+ & attackedBy[Us][ALL_PIECES];
+ score += RestrictedPiece * popcount(restricted);
+
// Bonus for enemy unopposed weak pawns
if (pos.pieces(Us, ROOK, QUEEN))
score += WeakUnopposedPawn * pe->weak_unopposed(Them);