// promotions by pieces with Lion power stepping in & out the zone in same turn\r
// promotion on capture\r
\r
-#define VERSION "0.18"\r
+#define VERSION "0.19"\r
\r
//define PATH level==0 || path[0] == 0x1103a && (level==1 || path[1] == 0x6f0f6 && (level == 2 /*|| path[2] == 0x8710f && (level == 3 /*|| path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5)))*/))\r
#define PATH 0\r
#define XWINGS\r
#define KINGSAFETY\r
#define KSHIELD\r
-#define XFORTRESS\r
+#define FORTRESS\r
#define PAWNBLOCK\r
#define TANDEM 100 /* bonus for pairs of attacking light steppers */\r
#define KYLIN 100 /* extra end-game value of Kylin for promotability */\r
#define PST_RETRACT (5*BW*BH+BH)\r
#define PST_WFLYER (6*BW*BH)\r
#define PST_BFLYER (6*BW*BH+BH)\r
-#define PST_END (7*BW*BH)\r
+#define PST_LANCE (7*BW*BH)\r
+#define PST_END (8*BW*BH)\r
\r
typedef unsigned int Move;\r
\r
int i, m=0;\r
for(i=0; i<8; i++) {\r
int d = r[i];\r
- if(r[i] < 0) d == r[i] >= L ? 2 : 36;\r
+ if(r[i] < 0) d = r[i] >= L ? 2 : 36;\r
if(d > m) m = d;\r
}\r
return m;\r
p[i].bulk = list->bulk;\r
p[i].mobWeight = v > 600 ? 0 : v >= 400 ? 1 : v >= 300 ? 2 : v > 150 ? 3 : v >= 100 ? 2 : 0;\r
if(Lance(list->range))\r
- p[i].mobWeight = 5 + 3*(list->range[4]==X), p[i].pst = 0; // clear path but don't move forward\r
+ p[i].mobWeight = 0, p[i].pst = list->range[4] ? PST_NEUTRAL : PST_LANCE; // keep back\r
for(j=stm+2; j<= last[stm]; j+=2) {\r
if(p[j].promo >= i) p[j].promo += 2;\r
}\r
if(i == kylin[WHITE]) p[i].promoGain = 1.25*KYLIN, p[i].value += KYLIN;\r
// if(j > 0 && p[i].pst == PST_STEPPER) p[i].pst = PST_WPPROM; // use white pre-prom bonus\r
if(j > 0 && p[i].pst == PST_STEPPER && p[i].value >= 100)\r
- p[i].pst = p[i].value <= 150 ? PST_ADVANCE : PST_NEUTRAL; // light steppers advance\r
+ p[i].pst = p[i].value <= 150 ? PST_ADVANCE : PST_WPPROM; // light steppers advance\r
if(j > 0 && p[i].bulk == 6) p[i].pst = PST_WFLYER, p[i].mobWeight = 4; // SM defends zone\r
if((j = p[i].promo) > 0 && g)\r
- p[i].promoGain = (p[j].value - p[i].value - g)*1.25, p[i].value = p[j].value - g;\r
+ p[i].promoGain = (p[j].value - p[i].value - g)*0.9, p[i].value = p[j].value - g;\r
else p[i].promoGain = 0;\r
board[p[i].pos] = i;\r
rootEval += p[i].value + PST[p[i].pst + p[i].pos];\r
int g = p[i].promoGain;\r
// if(j > 0 && p[i].pst == PST_STEPPER) p[i].pst = PST_BPPROM; // use black pre-prom bonus\r
if(j > 0 && p[i].pst == PST_STEPPER && p[i].value >= 100)\r
- p[i].pst = p[i].value <= 150 ? PST_RETRACT : PST_NEUTRAL; // light steppers advance\r
+ p[i].pst = p[i].value <= 150 ? PST_RETRACT : PST_BPPROM; // light steppers advance\r
if(j > 0 && p[i].pst == PST_WJUMPER) p[i].pst = PST_BJUMPER; // use black pre-prom bonus\r
if(j > 0 && p[i].bulk == 6) p[i].pst = PST_BFLYER, p[i].mobWeight = 4; // SM defends zone\r
if((j = p[i].promo) > 0 && g)\r
- p[i].promoGain = (p[j].value - p[i].value - g)*1.25, p[i].value = p[j].value - g;\r
+ p[i].promoGain = (p[j].value - p[i].value - g)*0.9, p[i].value = p[j].value - g;\r
else p[i].promoGain = 0;\r
if(i == kylin[BLACK]) p[i].promoGain = 1.25*KYLIN, p[i].value += KYLIN;\r
board[p[i].pos] = i;\r
PST[PST_STEPPER+s] = d/4 - (i < 2 || i > BH-3 ? 3 : 0) - (j == 0 || j == BH-1 ? 5 : 0)\r
+ 3*(i==zone || i==BH-zone-1); // stepper centralization\r
PST[PST_WJUMPER+s] = d/6; // double-stepper centralization\r
- PST[PST_SLIDER +s] = d/12 - 7*(i==BH/2 || i==(BH-1)/2); // slider centralization\r
+ PST[PST_SLIDER +s] = d/12 - 15*(i==BH/2 || i==(BH-1)/2);// slider centralization\r
PST[PST_TRAP +s] = j < 3 || j > BH-4 ? (i < 3 ? 7 : i == 3 ? 4 : i == 4 ? 2 : 0) : 0;\r
PST[PST_CENTER+s] = ((BH-1)*(BH-1) - (2*i - BH + 1)*(2*i - BH + 1) - (2*j - BH + 1)*(2*j - BH + 1))/6;\r
PST[PST_WPPROM+s] = PST[PST_BPPROM+s] = PST[PST_STEPPER+s]; // as stepper, but with pre-promotion bonus W/B\r
PST[PST_BJUMPER+s] = PST[PST_WJUMPER+s]; // as jumper, but with pre-promotion bonus B\r
PST[PST_ZONDIST+s] = BW*(zone - 1 - i); // board step to enter promo zone black\r
PST[PST_ADVANCE+s] = PST[PST_WFLYER-s-1] = 2*(5*i+i*i) - (i >= zone)*6*(i-zone+1)*(i-zone+1)\r
- - 50 - 20*(j==0 || j == BH-1) - 10*(j == 1 || BH-2); // advance-encouraging table\r
- PST[PST_WFLYER +s] = PST[PST_END-s-1] = (i == zone-1)*40 + (i == zone-2)*20 - 20;\r
+ - (2*j - BH + 1)*(2*j - BH + 1)/BH + BH/2\r
+ - 50 - 35*(j==0 || j == BH-1) - 15*(j == 1 || BH-2); // advance-encouraging table\r
+ PST[PST_WFLYER +s] = PST[PST_LANCE-s-1] = (i == zone-1)*40 + (i == zone-2)*20 - 20;\r
+ PST[PST_LANCE +s] = (PST[PST_STEPPER+j] - PST[PST_STEPPER+s])/2; \r
}\r
if(zone > 0) PST[PST_WPPROM+BW*(BH-1-zone) + j] += 10, PST[PST_BPPROM + BW*zone + j] += 10;\r
+ if(j > (BH-1)/2 - 3 && j < BH/2 + 3)\r
+ PST[PST_WPPROM + j] += 4, PST[PST_BPPROM + BW*(BH-1) + j] += 4; // fortress\r
+ if(j > (BH-1)/2 - 2 && j < BH/2 + 2)\r
+ PST[PST_WPPROM + BW + j] += 2, PST[PST_BPPROM + BW*(BH-2) + j] += 2; // fortress\r
#if KYLIN\r
// pre-promotion bonuses for jumpers\r
if(zone > 0) PST[PST_WJUMPER + BW*(BH-2-zone) + j] = PST[PST_BJUMPER + BW*(zone+1) + j] = 100,\r
int\r
Fortress (int forward, int king, int lion)\r
{ // penalty for lack of Lion-proof fortress\r
- int rank = PST[king], anchor, r, l, q;\r
- if(!rank) return -300;\r
+ int rank = PST[king], anchor, r, l, q, res = 0;\r
+ if(rank != 2) return 25*(rank-2);\r
anchor = king + forward*(rank-1);\r
\r
+ q = Guard(anchor); l = Guard(anchor-1); r = Guard(anchor+1);\r
+ if(!q) return l > 1 || r > 1 ? 0 : -25;\r
+ if(q == 1) res = 40*(l > 1 && r > 1); // TGT, EGT or TGE get 40\r
+ else { // T or E in front of King\r
+ if(l > 1) res = 30 + (r > 1)*(20 + 5*(q==2)); // TT., ET. or TE. (30), TET (50), TTE (55)\r
+ else if(r > 1) res = 30; // .TT, .ET or .TE (30)\r
+ }\r
+ q = 0;\r
+ if(filling > 32) {\r
+ if(r > 1 && Guard(king+2) == 1) q += 10;\r
+ if(l > 1 && Guard(king-2) == 1) q += 10; \r
+ q += 5*(Guard(king+1) == 1);\r
+ q += 5*(Guard(king-1) == 1);\r
+ if(filling < 96) q = q*(filling - 32)>>6;\r
+ }\r
+ return res + q;\r
+\r
if(Guard(anchor) == 3 || Guard(anchor+1) == 3 || Guard(anchor-1) == 3) return 0;\r
if(rank == 2 && Guard(king+1) == 3 || Guard(king-1) == 3) return -50;\r
if(Guard(r=anchor) == 2 || Guard(r=anchor+1) == 2 || Guard(r=anchor-1) == 2)\r
f = 0;\r
if(bLion != ABSENT) f += Fortress( BW, wKing, bLion);\r
if(wLion != ABSENT) f -= Fortress(-BW, bKing, wLion);\r
- score += (filling < 96 ? f : f*(224 - filling) >> 7); // build up slowly\r
+ score += (filling < 192 ? f : f*(224 - filling) >> 5); // build up slowly\r
# endif\r
\r
# ifdef KSHIELD\r
}\r
#endif\r
\r
- return difEval - (filling*filling*promoDelta >> 16) + (stm ? score : -score);\r
+ return difEval - (filling*promoDelta >> 8) + (stm ? score : -score);\r
}\r
\r
inline void\r
score = -Search(-beta, -iterAlpha, -difEval - tb.booty, iterDep-1+ext,\r
curMove >= late && iterDep > QSdepth + LMR,\r
promoSuppress & ~PROMOTE, defer, depth ? INF : tb.gain);\r
+\r
#else\r
score = 0;\r
#endif\r