// ThreatBonus[][] contains bonus according to which piece type
// attacks which one.
const Value MidgameThreatBonus[8][8] = {
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // not used
- V(0),V(30), V(0),V(50), V(70), V(70), V(0), V(0), // KNIGHT attacks
- V(0),V(30),V(50), V(0), V(70), V(70), V(0), V(0), // BISHOP attacks
- V(0),V(20),V(40),V(40), V(0), V(50), V(0), V(0), // ROOK attacks
- V(0),V(40),V(40),V(40), V(40), V(0), V(0), V(0), // QUEEN attacks
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // not used
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // not used
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // not used
+ { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) }, // not used
+ { V(0),V(18), V(0),V(37), V(55), V(55), V(0), V(0) }, // KNIGHT attacks
+ { V(0),V(18),V(37), V(0), V(55), V(55), V(0), V(0) }, // BISHOP attacks
+ { V(0), V(9),V(27),V(27), V(0), V(37), V(0), V(0) }, // ROOK attacks
+ { V(0),V(27),V(27),V(27), V(27), V(0), V(0), V(0) }, // QUEEN attacks
+ { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) }, // not used
+ { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) }, // not used
+ { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) } // not used
};
const Value EndgameThreatBonus[8][8] = {
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // not used
- V(0),V(40), V(0),V(50),V(100),V(100), V(0), V(0), // KNIGHT attacks
- V(0),V(40),V(50), V(0),V(100),V(100), V(0), V(0), // BISHOP attacks
- V(0),V(30),V(50),V(50), V(0), V(50), V(0), V(0), // ROOK attacks
- V(0),V(40),V(40),V(40), V(40), V(0), V(0), V(0), // QUEEN attacks
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // not used
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // not used
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // not used
+ { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) }, // not used
+ { V(0),V(37), V(0),V(47), V(97), V(97), V(0), V(0) }, // KNIGHT attacks
+ { V(0),V(37),V(47), V(0), V(97), V(97), V(0), V(0) }, // BISHOP attacks
+ { V(0),V(27),V(47),V(47), V(0), V(47), V(0), V(0) }, // ROOK attacks
+ { V(0),V(37),V(37),V(37), V(37), V(0), V(0), V(0) }, // QUEEN attacks
+ { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) }, // not used
+ { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) }, // not used
+ { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) } // not used
};
// ThreatedByPawnPenalty[] contains a penalty according to which piece
// type is attacked by an enemy pawn.
const Value MidgameThreatedByPawnPenalty[8] = {
- V(0), V(0), V(50), V(50), V(70), V(80), V(0), V(0)
+ V(0), V(0), V(56), V(56), V(76), V(86), V(0), V(0)
};
const Value EndgameThreatedByPawnPenalty[8] = {
- V(0), V(0), V(70), V(70), V(100), V(120), V(0), V(0)
+ V(0), V(0), V(70), V(70), V(99), V(118), V(0), V(0)
};
// InitKingDanger[] contains bonuses based on the position of the defending
template<Color Us, bool HasPopCnt>
void evaluate_king(const Position& pos, EvalInfo& ei);
+ template<Color Us>
+ void evaluate_threats(const Position& pos, EvalInfo& ei);
+
template<Color Us, bool HasPopCnt>
void evaluate_space(const Position& pos, EvalInfo& ei);