// PassedRank[Rank] contains a bonus according to the rank of a passed pawn
constexpr Score PassedRank[RANK_NB] = {
- S(0, 0), S(5, 7), S(5, 13), S(32, 42), S(70, 70), S(172, 170), S(217, 269)
+ S(0, 0), S(5, 7), S(5, 13), S(18, 23), S(74, 58), S(164, 166), S(268, 243)
};
// PassedFile[File] contains a bonus according to the file of a passed pawn
constexpr Score PassedFile[FILE_NB] = {
- S( 9, 10), S(2, 10), S(1, -8), S(-20,-12),
- S(-20,-12), S(1, -8), S(2, 10), S( 9, 10)
+ S( 15, 7), S(-5, 14), S( 1, -5), S(-22,-11),
+ S(-22,-11), S( 1, -5), S(-5, 14), S( 15, 7)
};
// PassedDanger[Rank] contains a term to weight the passed score
- constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 2, 7, 12, 19 };
+ constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 3, 6, 12, 21 };
// KingProtector[PieceType-2] contains a penalty according to distance from king
constexpr Score KingProtector[] = { S(3, 5), S(4, 3), S(3, 0), S(1, -1) };
// Assorted bonuses and penalties
- constexpr Score BishopPawns = S( 8, 12);
+ constexpr Score BishopPawns = S( 3, 5);
constexpr Score CloseEnemies = S( 7, 0);
constexpr Score Connectivity = S( 3, 1);
constexpr Score CorneredBishop = S( 50, 50);
template<Tracing T> template<Color Us, PieceType Pt>
Score Evaluation<T>::pieces() {
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
constexpr Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
: Rank5BB | Rank4BB | Rank3BB);
const Square* pl = pos.squares<Pt>(Us);
if (Pt == BISHOP)
{
- // Penalty according to number of pawns on the same color square as the bishop
- score -= BishopPawns * pe->pawns_on_same_color_squares(Us, s);
+ // Penalty according to number of pawns on the same color square as the
+ // bishop, bigger when the center files are blocked with pawns.
+ Bitboard blocked = pos.pieces(Us, PAWN) & shift<Down>(pos.pieces());
+
+ score -= BishopPawns * pe->pawns_on_same_color_squares(Us, s)
+ * (1 + popcount(blocked & CenterFiles));
// Bonus for bishop on a long diagonal which can "see" both center squares
if (more_than_one(Center & (attacks_bb<BISHOP>(s, pos.pieces(PAWN)) | s)))
Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
int sf = me->scale_factor(pos, strongSide);
- // If we don't already have an unusual scale factor, check for certain
- // types of endgames, and use a lower scale for those.
- if (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN)
+ // If scale is not already specific, scale down the endgame via general heuristics
+ if (sf == SCALE_FACTOR_NORMAL)
{
if (pos.opposite_bishops())
{
else
sf = 46;
}
- // Endings where weaker side can place his king in front of the enemy's
- // pawns are drawish.
- else if ( abs(eg) <= BishopValueEg
- && pos.count<PAWN>(strongSide) <= 2
- && !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide)))
- sf = 37 + 7 * pos.count<PAWN>(strongSide);
+ else
+ sf = std::min(40 + 7 * pos.count<PAWN>(strongSide), sf);
}
return ScaleFactor(sf);