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Change definition of "weak" in threats calculation
By defining "strongly protected" as "protected by a pawn, or protected by two pieces and not attacked by two enemy pieces". Passed STC: LLR: 2.97 (-2.94,2.94) [0.00,5.00] Total: 17050 W: 3128 L: 2931 D: 10991 Passed LTC: LLR: 2.96 (-2.94,2.94) [0.00,5.00] Total: 120995 W: 15852 L: 15343 D: 89800 Bench : 6269229 Closes #1016
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1 changed files with 15 additions and 10 deletions
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@ -181,10 +181,10 @@ namespace {
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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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// 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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{}, {},
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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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@ -525,7 +525,7 @@ namespace {
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const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB);
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const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
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Bitboard b, weak, defended, safeThreats;
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Bitboard b, weak, defended, stronglyProtected, safeThreats;
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Score score = SCORE_ZERO;
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// Non-pawn enemies attacked by a pawn
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@ -545,12 +545,18 @@ namespace {
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score += ThreatBySafePawn[type_of(pos.piece_on(pop_lsb(&safeThreats)))];
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}
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// Non-pawn enemies defended by a pawn
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defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Them][PAWN];
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// Squares strongly protected by the opponent, either because they attack the
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// square with a pawn, or because they attack the square twice and we don't.
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stronglyProtected = ei.attackedBy[Them][PAWN]
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| (ei.attackedBy2[Them] & ~ei.attackedBy2[Us]);
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// Enemies not defended by a pawn and under our attack
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// Non-pawn enemies, strongly protected
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defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN))
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& stronglyProtected;
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// Enemies not strongly protected and under our attack
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weak = pos.pieces(Them)
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& ~ei.attackedBy[Them][PAWN]
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& ~stronglyProtected
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& ei.attackedBy[Us][ALL_PIECES];
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// Add a bonus according to the kind of attacking pieces
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@ -675,8 +681,8 @@ namespace {
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mbonus += rr + r * 2, ebonus += rr + r * 2;
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} // rr != 0
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// Scale down bonus for candidate passers which need more than one pawn
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// push to become passed.
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// Scale down bonus for candidate passers which need more than one
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// pawn push to become passed.
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if (!pos.pawn_passed(Us, s + pawn_push(Us)))
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mbonus /= 2, ebonus /= 2;
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@ -686,7 +692,6 @@ namespace {
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if (DoTrace)
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Trace::add(PASSED, Us, score);
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// Add the scores to the middlegame and endgame eval
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return score;
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}
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