diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 7fb0e26a..26fd20bb 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -142,32 +142,32 @@ namespace { // ThreatByKing[on one/on many] contains bonuses for king attacks on // pawns or pieces which are not pawn-defended. - constexpr Score ThreatByKing[] = { S(3, 65), S(9, 145) }; + 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(5, 7), S(5, 13), S(18, 23), S(74, 58), S(164, 166), S(268, 243) + S(0, 0), S(7, 10), S(7, 26), S(14, 31), S(42, 63), S(178, 167), S(279, 244) }; // PassedFile[File] contains a bonus according to the file of a passed pawn constexpr Score PassedFile[FILE_NB] = { - S( 15, 7), S(-5, 14), S( 1, -5), S(-22,-11), - S(-22,-11), S( 1, -5), S(-5, 14), S( 15, 7) + S( 17, 6), S(-4, 7), S( 2,-12), S(-17,-14), + S(-17,-14), S( 2,-12), S(-4, 7), S( 17, 6) }; // PassedDanger[Rank] contains a term to weight the passed score constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 3, 6, 12, 21 }; // KingProtector[PieceType-2] contains a penalty according to distance from king - constexpr Score KingProtector[] = { S(3, 5), S(4, 3), S(3, 0), S(1, -1) }; + constexpr Score KingProtector[] = { S(3, 5), S(5, 3), S(3, 0), S(0, -2) }; // Assorted bonuses and penalties constexpr Score BishopPawns = S( 3, 5); - constexpr Score CloseEnemies = S( 7, 0); + constexpr Score CloseEnemies = S( 8, 0); constexpr Score Connectivity = S( 3, 1); constexpr Score CorneredBishop = S( 50, 50); constexpr Score Hanging = S( 52, 30); - constexpr Score HinderPassedPawn = S( 8, 1); + constexpr Score HinderPassedPawn = S( 5, 2); constexpr Score KnightOnQueen = S( 21, 11); constexpr Score LongDiagonalBishop = S( 22, 0); constexpr Score MinorBehindPawn = S( 16, 0); @@ -175,12 +175,12 @@ namespace { constexpr Score PawnlessFlank = S( 20, 80); constexpr Score RookOnPawn = S( 8, 24); constexpr Score SliderOnQueen = S( 42, 21); - constexpr Score ThreatByPawnPush = S( 47, 26); + constexpr Score ThreatByPawnPush = S( 49, 30); constexpr Score ThreatByRank = S( 16, 3); - constexpr Score ThreatBySafePawn = S(175,168); + constexpr Score ThreatBySafePawn = S(186,140); constexpr Score TrappedRook = S( 92, 0); constexpr Score WeakQueen = S( 50, 10); - constexpr Score WeakUnopposedPawn = S( 5, 25); + constexpr Score WeakUnopposedPawn = S( 14, 19); #undef S @@ -428,7 +428,7 @@ namespace { // Main king safety evaluation if (kingAttackersCount[Them] > 1 - pos.count(Them)) { - int kingDanger = 0; + int kingDanger = -mg_value(score); unsafeChecks = 0; // Attacked squares defended at most once by our queen or king @@ -474,12 +474,11 @@ namespace { unsafeChecks &= mobilityArea[Them]; kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them] - + 102 * kingAttacksCount[Them] - + 191 * popcount(kingRing[Us] & weak) - + 143 * popcount(pos.blockers_for_king(Us) | unsafeChecks) - - 848 * !pos.count(Them) - - 9 * mg_value(score) / 8 - + 40; + + 64 * kingAttacksCount[Them] + + 182 * popcount(kingRing[Us] & weak) + + 128 * popcount(pos.blockers_for_king(Us) | unsafeChecks) + - 857 * !pos.count(Them) + + 31 ; // Transform the kingDanger units into a Score, and subtract it from the evaluation if (kingDanger > 0) @@ -804,10 +803,9 @@ namespace { if ( pos.opposite_bishops() && pos.non_pawn_material(WHITE) == BishopValueMg && pos.non_pawn_material(BLACK) == BishopValueMg) - // Endgame with opposite-colored bishops and no other pieces is almost a draw sf = 31; else - sf = std::min(40 + (pos.opposite_bishops()? 2 : 7) * pos.count(strongSide), sf); + sf = std::min(40 + (pos.opposite_bishops() ? 2 : 7) * pos.count(strongSide), sf); } return ScaleFactor(sf); diff --git a/src/pawns.cpp b/src/pawns.cpp index 6901d7b7..4a63f871 100644 --- a/src/pawns.cpp +++ b/src/pawns.cpp @@ -32,9 +32,9 @@ namespace { #define S(mg, eg) make_score(mg, eg) // Pawn penalties - constexpr Score Isolated = S(13, 16); - constexpr Score Backward = S(17, 11); - constexpr Score Doubled = S(13, 40); + constexpr Score Isolated = S( 6, 16); + constexpr Score Backward = S(15, 21); + constexpr Score Doubled = S( 8, 44); // Connected pawn bonus by opposed, phalanx, #support and rank Score Connected[2][2][3][RANK_NB]; @@ -42,25 +42,25 @@ namespace { // Strength of pawn shelter for our king by [distance from edge][rank]. // RANK_1 = 0 is used for files where we have no pawn, or pawn is behind our king. constexpr Value ShelterStrength[int(FILE_NB) / 2][RANK_NB] = { - { V( 7), V(76), V( 84), V( 38), V( 7), V( 30), V(-19) }, - { V(-13), V(83), V( 42), V(-27), V( 2), V(-32), V(-45) }, - { V(-26), V(63), V( 5), V(-44), V( -5), V( 2), V(-59) }, - { V(-19), V(53), V(-11), V(-22), V(-12), V(-51), V(-60) } + { V( 28), V(79), V( 75), V( 46), V( 14), V( 31), V(-14) }, + { V(-48), V(50), V( 29), V(-21), V(-41), V(-23), V(-45) }, + { V(-25), V(50), V( 17), V(-33), V( -5), V( 9), V(-35) }, + { V(-29), V(57), V(-25), V(-48), V( -4), V(-46), V(-64) } }; // 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. constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = { - { V( 25), V( 79), V(107), V( 51), V( 27), V( 0), V( 0) }, - { V( 5), V( 35), V(121), V( -2), V( 15), V(-10), V(-10) }, - { V(-20), V( 22), V( 98), V( 36), V( 7), V(-20), V(-20) }, - { V(-27), V( 24), V( 80), V( 25), V( -4), V(-30), V(-30) } + { V( 34), V( 58), V(113), V( 61), V(37), V( 24), V( 21) }, + { V( 23), V( 46), V( 93), V( 10), V( 2), V(-20), V( 6) }, + { V( -6), V( 22), V(106), V( 28), V( 6), V(-33), V( -1) }, + { V(-17), V( 33), V( 71), V( 14), V(-9), V(-21), V(-16) } }; // Danger of blocked enemy pawns storming our king, by rank constexpr Value BlockedStorm[RANK_NB] = - { V( 0), V( 0), V( 75), V(-10), V(-20), V(-20), V(-20) }; + { V(0), V(0), V( 58), V(-13), V(-22), V(-3), V(-5) }; #undef S #undef V