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Revert previous patch

Improvement is easily in error bar and there is
some added complexity making future changes more
difficult.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2010-07-22 18:29:36 +01:00
parent 26a8b84417
commit 5c3aeae566

View file

@ -183,7 +183,7 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
Square s;
File f;
Rank r;
int bonus, backwardWeight;
int bonus;
bool passed, isolated, doubled, opposed, chain, backward, candidate;
Score value = make_score(0, 0);
const Square* ptr = pos.piece_list_begin(Us, PAWN);
@ -227,7 +227,6 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
// Test for backward pawn
//
backward = false;
backwardWeight = 6;
// If the pawn is passed, isolated, or member of a pawn chain
// it cannot be backward. If can capture an enemy pawn or if
@ -246,12 +245,7 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
// Note that we are sure to find something because pawn is not passed
// nor isolated, so loop is potentially infinite, but it isn't.
while (!(b & (ourPawns | theirPawns)))
{
Us == WHITE ? b <<= 8 : b >>= 8;
backwardWeight--;
}
assert(backwardWeight > 0);
// The friendly pawn needs to be at least two ranks closer than the enemy
// pawn in order to help the potentially backward pawn advance.
@ -288,7 +282,7 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
if (backward)
{
value -= backwardWeight * BackwardPawnPenalty[f] / 4;
value -= BackwardPawnPenalty[f];
if (!opposed)
value -= BackwardPawnPenalty[f] / 2;
}