#define S(mg, eg) make_score(mg, eg)
// Pawn penalties
- constexpr Score Backward = S( 9, 24);
- constexpr Score Doubled = S(11, 56);
- constexpr Score Isolated = S( 5, 15);
- constexpr Score WeakUnopposed = S( 13, 27);
+ constexpr Score Backward = S( 9, 24);
+ constexpr Score Doubled = S(11, 56);
+ constexpr Score Isolated = S( 5, 15);
+ constexpr Score WeakUnopposed = S(13, 27);
+ constexpr Score Attacked2Unsupported = S(0, 56);
// Connected pawn bonus
constexpr int Connected[RANK_NB] = { 0, 7, 8, 12, 29, 48, 86 };
// Danger of enemy pawns moving toward our king by [distance from edge][rank].
// RANK_1 = 0 is used for files where the enemy has no pawn, or their pawn
// is behind our king.
+ // [0][1-2] accommodate opponent pawn on edge (likely blocked by our king)
constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = {
- { V( 89), V(107), V(123), V(93), V(57), V( 45), V( 51) },
- { V( 44), V(-18), V(123), V(46), V(39), V( -7), V( 23) },
- { V( 4), V( 52), V(162), V(37), V( 7), V(-14), V( -2) },
- { V(-10), V(-14), V( 90), V(15), V( 2), V( -7), V(-16) }
+ { V( 89), V(-285), V(-185), V(93), V(57), V( 45), V( 51) },
+ { V( 44), V( -18), V( 123), V(46), V(39), V( -7), V( 23) },
+ { V( 4), V( 52), V( 162), V(37), V( 7), V(-14), V( -2) },
+ { V(-10), V( -14), V( 90), V(15), V( 2), V( -7), V(-16) }
};
#undef S
Bitboard theirPawns = pos.pieces(Them, PAWN);
e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
- e->kingSquares[Us] = SQ_NONE;
- e->pawnAttacks[Us] = pawn_attacks_bb<Us>(ourPawns);
+ e->kingSquares[Us] = SQ_NONE;
+ e->pawnAttacks[Us] = pawn_attacks_bb<Us>(ourPawns);
// Loop through all pawns of the current color and score each pawn
while ((s = *pl++) != SQ_NONE)
phalanx = neighbours & rank_bb(s);
support = neighbours & rank_bb(s - Up);
- // A pawn is backward when it is behind all pawns of the same color
- // on the adjacent files and cannot be safely advanced.
- backward = !(ourPawns & pawn_attack_span(Them, s + Up))
+ // A pawn is backward when it is behind all pawns of the same color on
+ // the adjacent files and cannot safely advance. Phalanx and isolated
+ // pawns will be excluded when the pawn is scored.
+ backward = !(neighbours & forward_ranks_bb(Them, s))
&& (stoppers & (leverPush | (s + Up)));
// Passed pawns will be properly scored in evaluation because we need
// full attack info to evaluate them. Include also not passed pawns
- // which could become passed after one or two pawn pushes when are
- // not attacked more times than defended.
- if ( !(stoppers ^ lever) ||
- (!(stoppers ^ leverPush) && popcount(phalanx) >= popcount(leverPush)))
+ // which could become passed after one or two pawn pushes when they
+ // are not attacked more times than defended.
+ if ( !(stoppers ^ lever) ||
+ (!(stoppers ^ leverPush) && popcount(phalanx) >= popcount(leverPush)))
e->passedPawns[Us] |= s;
else if (stoppers == square_bb(s + Up) && r >= RANK_5)
score += make_score(v, v * (r - 2) / 4);
}
+
else if (!neighbours)
score -= Isolated + WeakUnopposed * int(!opposed);
score -= Doubled;
}
+ // Unsupported friendly pawns attacked twice by the enemy
+ score -= Attacked2Unsupported * popcount( ourPawns
+ & pawn_double_attacks_bb<Them>(theirPawns)
+ & ~pawn_attacks_bb<Us>(ourPawns)
+ & ~e->passedPawns[Us]);
+
return score;
}
template<Color Us>
void Entry::evaluate_shelter(const Position& pos, Square ksq, Score& shelter) {
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
- constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
- constexpr Bitboard BlockSquares = (Rank1BB | Rank2BB | Rank7BB | Rank8BB)
- & (FileABB | FileHBB);
+ constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b = pos.pieces(PAWN) & ~forward_ranks_bb(Them, ksq);
Bitboard ourPawns = b & pos.pieces(Us);
Bitboard theirPawns = b & pos.pieces(Them);
- Value bonus[] = { (shift<Down>(theirPawns) & BlockSquares & ksq) ? Value(374) : Value(5),
- VALUE_ZERO };
+ Score bonus = make_score(5, 5);
File center = clamp(file_of(ksq), FILE_B, FILE_G);
for (File f = File(center - 1); f <= File(center + 1); ++f)
Rank theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
int d = std::min(f, ~f);
- bonus[MG] += ShelterStrength[d][ourRank];
+ bonus += make_score(ShelterStrength[d][ourRank], 0);
if (ourRank && (ourRank == theirRank - 1))
- bonus[MG] -= 82 * (theirRank == RANK_3), bonus[EG] -= 82 * (theirRank == RANK_3);
+ bonus -= make_score(82 * (theirRank == RANK_3), 82 * (theirRank == RANK_3));
else
- bonus[MG] -= UnblockedStorm[d][theirRank];
+ bonus -= make_score(UnblockedStorm[d][theirRank], 0);
}
- if (bonus[MG] > mg_value(shelter))
- shelter = make_score(bonus[MG], bonus[EG]);
+ if (mg_value(bonus) > mg_value(shelter))
+ shelter = bonus;
}