};
// KingProximity contains a penalty according to distance from king
- constexpr Score KingProximity = S(2, 2);
+ constexpr Score KingProximity = S(1, 3);
// Assorted bonuses and penalties
constexpr Score BishopPawns = S( 3, 7);
+ 185 * popcount(kingRing[Us] & weak) * (1 + pos.captures_to_hand() + !!pos.max_check_count())
- 100 * bool(attackedBy[Us][KNIGHT] & attackedBy[Us][KING])
- 35 * bool(attackedBy[Us][BISHOP] & attackedBy[Us][KING])
+ - 10 * bool(attackedBy2[Us] & attackedBy[Us][KING]) * pos.captures_to_hand()
+ 150 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
- 873 * !(pos.count<QUEEN>(Them) || pos.captures_to_hand()) / (1 + !!pos.max_check_count())
- 6 * mg_value(score) / 8
psq[~pc][rank_of(s) <= v->maxRank ? relative_square(BLACK, s, v->maxRank) : s] = -psq[pc][s];
}
// pieces in pocket
- psq[ pc][SQ_NONE] = score + make_score(20, 20);
+ psq[ pc][SQ_NONE] = score + make_score(45, 10);
psq[~pc][SQ_NONE] = -psq[pc][SQ_NONE];
}
}