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