// MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game,
// indexed by piece type and number of attacked squares in the mobility area.
constexpr Score MobilityBonus[][32] = {
- { S(-75,-76), S(-57,-54), S( -9,-28), S( -2,-10), S( 6, 5), S( 14, 12), // Knights
- S( 22, 26), S( 29, 29), S( 36, 29) },
+ { S(-62,-81), S(-53,-56), S(-12,-30), S( -4,-14), S( 3, 8), S( 13, 15), // Knights
+ S( 22, 23), S( 28, 27), S( 33, 33) },
{ S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops
S( 55, 54), S( 63, 57), S( 63, 65), S( 68, 73), S( 81, 78), S( 81, 86),
S( 91, 88), S( 98, 97) },
// 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
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
kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
+ 69 * kingAttacksCount[Them]
+ 185 * popcount(kingRing[Us] & weak)
- + 129 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
+ + 150 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
+ 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
score += ThreatByMinor[type_of(pos.piece_on(s))];
if (type_of(pos.piece_on(s)) != PAWN)
score += ThreatByRank * (int)relative_rank(Them, s);
-
- else if (pos.blockers_for_king(Them) & s)
- score += ThreatByRank * (int)relative_rank(Them, s) / 2;
}
b = weak & attackedBy[Us][ROOK];
score += ThreatByRook[type_of(pos.piece_on(s))];
if (type_of(pos.piece_on(s)) != PAWN)
score += ThreatByRank * (int)relative_rank(Them, s);
-
- else if (pos.blockers_for_king(Them) & s)
- score += ThreatByRank * (int)relative_rank(Them, s) / 2;
}
if (weak & attackedBy[Us][KING])