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Rewrite "More bonus for free passed pawn"
-removes wideUnsafeSquares bitboard -removes a couple of bitboard operations -removes one if operator -updates comments so they actually represent what this part of code is doing now. passed non-regression STC http://tests.stockfishchess.org/tests/view/5d0c1ae50ebc5925cf0aa8db LLR: 2.96 (-2.94,2.94) [-3.00,1.00] Total: 16892 W: 3865 L: 3733 D: 9294 No functional change
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1 changed files with 9 additions and 13 deletions
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@ -605,7 +605,6 @@ namespace {
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};
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Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
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Bitboard wideUnsafeSquares;
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Score score = SCORE_ZERO;
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b = pe->passed_pawns(Us);
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@ -636,11 +635,8 @@ namespace {
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// If the pawn is free to advance, then increase the bonus
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if (pos.empty(blockSq))
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{
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// If there is a rook or queen attacking/defending the pawn from behind,
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// consider all the squaresToQueen. Otherwise consider only the squares
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// in the pawn's path attacked or occupied by the enemy.
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defendedSquares = unsafeSquares = squaresToQueen = forward_file_bb(Us, s);
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wideUnsafeSquares = AllSquares;
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defendedSquares = squaresToQueen = forward_file_bb(Us, s);
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unsafeSquares = passed_pawn_span(Us, s);
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bb = forward_file_bb(Them, s) & pos.pieces(ROOK, QUEEN);
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@ -649,14 +645,14 @@ namespace {
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if (!(pos.pieces(Them) & bb))
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unsafeSquares &= attackedBy[Them][ALL_PIECES] | pos.pieces(Them);
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if (!unsafeSquares)
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wideUnsafeSquares = (attackedBy[Them][ALL_PIECES] | pos.pieces(Them))
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& (shift<WEST>(squaresToQueen) | shift<EAST>(squaresToQueen));
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// If there aren't any enemy attacks, assign a big bonus. Otherwise
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// assign a smaller bonus if the block square isn't attacked.
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int k = !wideUnsafeSquares ? 35 : !unsafeSquares ? 20 : !(unsafeSquares & blockSq) ? 9 : 0;
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// If there are no enemy attacks on passed pawn span, assign a big bonus.
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// Otherwise assign a smaller bonus if the path to queen is not attacked
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// and even smaller bonus if it is attacked but block square is not.
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int k = !unsafeSquares ? 35 :
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!(unsafeSquares & squaresToQueen) ? 20 :
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!(unsafeSquares & blockSq) ? 9 :
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0 ;
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// Assign a larger bonus if the block square is defended.
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if (defendedSquares & blockSq)
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