S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(36, 38)
};
- // ThreatByKing[on one/on many] contains bonuses for king attacks on
- // pawns or pieces which are not pawn-defended.
- constexpr Score ThreatByKing[] = { S(25, 57), S(4, 139) };
-
// PassedRank[Rank] contains a bonus according to the rank of a passed pawn
constexpr Score PassedRank[RANK_NB] = {
- S(0, 0), S(7, 10), S(7, 26), S(14, 31), S(42, 63), S(178, 167), S(279, 244)
+ S(0, 0), S(4, 17), S(7, 20), S(14, 36), S(42, 62), S(165, 171), S(279, 252)
};
// PassedFile[File] contains a bonus according to the file of a passed pawn
constexpr Score PassedFile[FILE_NB] = {
- S( 17, 6), S(-4, 7), S( 2,-12), S(-17,-14),
- S(-17,-14), S( 2,-12), S(-4, 7), S( 17, 6)
+ S( 11, 14), S( 0, -5), S(-2, -8), S(-25,-13),
+ S(-25,-13), S(-2, -8), S( 0, -5), S( 11, 14)
};
// PassedDanger[Rank] contains a term to weight the passed score
- constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 3, 6, 12, 21 };
+ constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 2, 7, 12, 19 };
- // KingProtector[PieceType-2] contains a penalty according to distance from king
- constexpr Score KingProtector[] = { S(3, 5), S(5, 3), S(3, 0), S(0, -2) };
+ // KingProtector[knight/bishop] contains a penalty according to distance from king
+ constexpr Score KingProtector[] = { S(4, 6), S(6, 3) };
// Assorted bonuses and penalties
constexpr Score BishopPawns = S( 3, 5);
constexpr Score Connectivity = S( 3, 1);
constexpr Score CorneredBishop = S( 50, 50);
constexpr Score Hanging = S( 52, 30);
- constexpr Score HinderPassedPawn = S( 5, 2);
+ constexpr Score HinderPassedPawn = S( 5, -1);
constexpr Score KnightOnQueen = S( 21, 11);
constexpr Score LongDiagonalBishop = S( 22, 0);
constexpr Score MinorBehindPawn = S( 16, 0);
constexpr Score PawnlessFlank = S( 20, 80);
constexpr Score RookOnPawn = S( 8, 24);
constexpr Score SliderOnQueen = S( 42, 21);
+ constexpr Score ThreatByKing = S( 31, 75);
constexpr Score ThreatByPawnPush = S( 49, 30);
constexpr Score ThreatByRank = S( 16, 3);
- constexpr Score ThreatBySafePawn = S(186,140);
+ constexpr Score ThreatBySafePawn = S(165,133);
constexpr Score TrappedRook = S( 92, 0);
constexpr Score WeakQueen = S( 50, 10);
- constexpr Score WeakUnopposedPawn = S( 14, 19);
+ constexpr Score WeakUnopposedPawn = S( 5, 26);
#undef S
mobility[Us] += MobilityBonus[Pt - 2][mob];
- // Penalty if the piece is far from the king
- score -= KingProtector[Pt - 2] * distance(s, pos.square<KING>(Us));
-
if (Pt == BISHOP || Pt == KNIGHT)
{
// Bonus if piece is on an outpost square or can reach one
&& (pos.pieces(PAWN) & (s + pawn_push(Us))))
score += MinorBehindPawn;
+ // Penalty if the piece is far from the king
+ score -= KingProtector[Pt == BISHOP] * distance(s, pos.square<KING>(Us));
+
if (Pt == BISHOP)
{
// Penalty according to number of pawns on the same color square as the
// Main king safety evaluation
if (kingAttackersCount[Them] > 1 - pos.count<QUEEN>(Them))
{
- int kingDanger = -mg_value(score);
+ int kingDanger = 0;
unsafeChecks = 0;
// Attacked squares defended at most once by our queen or king
kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
+ 64 * kingAttacksCount[Them]
- + 182 * popcount(kingRing[Us] & weak)
- + 128 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
- - 857 * !pos.count<QUEEN>(Them)
- + 31 ;
+ + 183 * popcount(kingRing[Us] & weak)
+ + 122 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
+ - 860 * !pos.count<QUEEN>(Them)
+ - 7 * mg_value(score) / 8
+ + 17 ;
// Transform the kingDanger units into a Score, and subtract it from the evaluation
if (kingDanger > 0)
score += ThreatByRank * (int)relative_rank(Them, s);
}
- b = weak & attackedBy[Us][KING];
- if (b)
- score += ThreatByKing[more_than_one(b)];
+ // Bonus for king attacks on pawns or pieces which are not pawn-defended
+ if (weak & attackedBy[Us][KING])
+ score += ThreatByKing;
score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]);
assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up)));
- bb = forward_file_bb(Us, s) & (attackedBy[Them][ALL_PIECES] | pos.pieces(Them));
+ bb = forward_file_bb(Us, s) & pos.pieces(Them);
score -= HinderPassedPawn * popcount(bb);
int r = relative_rank(Us, s);
&& (pos.pieces(PAWN) & KingSide);
// Compute the initiative bonus for the attacking side
- int complexity = 8 * outflanking
- + 8 * pe->pawn_asymmetry()
+ int complexity = 8 * pe->pawn_asymmetry()
+ 12 * pos.count<PAWN>()
+ + 12 * outflanking
+ 16 * pawnsOnBothFlanks
+ 48 * !pos.non_pawn_material()
-136 ;