#define S(mg, eg) make_score(mg, eg)
// Pawn penalties
- constexpr Score Backward = S( 9, 24);
- constexpr Score BlockedStorm = S(82, 82);
- constexpr Score Doubled = S(11, 56);
- constexpr Score Isolated = S( 5, 15);
- constexpr Score WeakLever = S( 0, 56);
- constexpr Score WeakUnopposed = S(13, 27);
+ constexpr Score Backward = S( 9, 24);
+ constexpr Score BlockedStorm = S(82, 82);
+ constexpr Score Doubled = S(11, 56);
+ constexpr Score DoubledIsolated = S(15, 57);
+ constexpr Score Isolated = S( 5, 15);
+ constexpr Score WeakLever = S( 0, 56);
+ constexpr Score WeakUnopposed = S(13, 27);
// Connected pawn bonus
constexpr int Connected[RANK_NB] = { 0, 7, 8, 12, 29, 48, 86 };
e->passedPawns[Us] = 0;
e->kingSquares[Us] = SQ_NONE;
e->pawnAttacks[Us] = e->pawnAttacksSpan[Us] = pawn_attacks_bb<Us>(ourPawns);
+ e->blockedCount += popcount(shift<Up>(ourPawns) & (theirPawns | doubleAttackThem));
// Loop through all pawns of the current color and score each pawn
while ((s = *pl++) != SQ_NONE)
// (a) there is no stoppers except some levers
// (b) the only stoppers are the leverPush, but we outnumber them
// (c) there is only one front stopper which can be levered.
+ // (Refined in Evaluation::passed)
passed = !(stoppers ^ lever)
|| ( !(stoppers ^ leverPush)
&& popcount(phalanx) >= popcount(leverPush))
// Score this pawn
if (support | phalanx)
{
- int v = Connected[r] * (2 + bool(phalanx) - bool(opposed))
+ int v = Connected[r] * (4 + 2 * bool(phalanx) - 2 * bool(opposed) - bool(blocked)) / 2
+ 21 * popcount(support);
score += make_score(v, v * (r - 2) / 4);
}
else if (!neighbours)
+ {
score -= Isolated
+ WeakUnopposed * !opposed;
+ if ( (ourPawns & forward_file_bb(Them, s))
+ && popcount(opposed) == 1
+ && !(theirPawns & adjacent_files_bb(s)))
+ score -= DoubledIsolated;
+ }
+
else if (backward)
score -= Backward
+ WeakUnopposed * !opposed;
return e;
e->key = key;
+ e->blockedCount = 0;
e->scores[WHITE] = evaluate<WHITE>(pos, e);
e->scores[BLACK] = evaluate<BLACK>(pos, e);
b = theirPawns & file_bb(f);
int theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0;
- File d = edge_distance(f);
+ int d = edge_distance(f);
bonus += make_score(ShelterStrength[d][ourRank], 0);
if (ourRank && (ourRank == theirRank - 1))
// In endgame we like to bring our king near our closest pawn
Bitboard pawns = pos.pieces(Us, PAWN);
- int minPawnDist = pawns ? 8 : 0;
+ int minPawnDist = 6;
if (pawns & PseudoAttacks[KING][ksq])
minPawnDist = 1;