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Pieces protecting king
Initial protective idea by Snicolet for knight, for other pieces too Patch add penalties and bonuses for pieces, depending on the distance from the own king STC: LLR: 2.95 (-2.94,2.94) [0.00,5.00] Total: 21192 W: 3919 L: 3704 D: 13569 LTC: LLR: 2.96 (-2.94,2.94) [0.00,5.00] Total: 26177 W: 3642 L: 3435 D: 19100 Bench : 6687377 Closes #1012
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@ -180,6 +180,16 @@ namespace {
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S( 9, 10), S( 2, 10), S( 1, -8), S(-20,-12),
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S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10)
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};
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// Protector[PieceType][distance] contains a protecting bonus for our king,
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// indexed by piece type and distance between the piece and the king.
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const Score Protector[PIECE_TYPE_NB][8] = {
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{}, {},
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{ S(0, 0), S( 7, 9), S( 7, 1), S( 1, 5), S(-10,-4), S( -1,-4), S( -7,-3), S(-16,-10) }, // Knight
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{ S(0, 0), S(11, 8), S(-7,-1), S(-1,-2), S( -1,-7), S(-11,-3), S( -9,-1), S(-16, -1) }, // Bishop
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{ S(0, 0), S(10, 0), S(-2, 2), S(-5, 4), S( -6, 2), S(-14,-3), S( -2,-9), S(-12, -7) }, // Rook
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{ S(0, 0), S( 3,-5), S( 2,-5), S(-4, 0), S( -9,-6), S(-4, 7), S(-13,-7), S(-10, -7) } // Queen
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};
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// Assorted bonuses and penalties used by evaluation
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const Score MinorBehindPawn = S(16, 0);
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@ -294,6 +304,9 @@ namespace {
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int mob = popcount(b & ei.mobilityArea[Us]);
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mobility[Us] += MobilityBonus[Pt][mob];
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// Bonus for this piece as a king protector
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score += Protector[Pt][distance(s, pos.square<KING>(Us))];
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if (Pt == BISHOP || Pt == KNIGHT)
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{
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