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Simplify eval take 2. Bench 5097444
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1 changed files with 1 additions and 14 deletions
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@ -577,18 +577,6 @@ Value do_evaluate(const Position& pos, Value& margin) {
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mobility += MobilityBonus[Piece][mob];
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mobility += MobilityBonus[Piece][mob];
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// Add a bonus if a slider is pinning an enemy piece
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if ( (Piece == BISHOP || Piece == ROOK || Piece == QUEEN)
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&& (PseudoAttacks[Piece][pos.king_square(Them)] & s))
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{
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b = BetweenBB[s][pos.king_square(Them)] & pos.pieces();
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assert(b);
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if (!more_than_one(b) && (b & pos.pieces(Them)))
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score += ThreatBonus[Piece][type_of(pos.piece_on(lsb(b)))];
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}
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// Decrease score if we are attacked by an enemy pawn. Remaining part
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// Decrease score if we are attacked by an enemy pawn. Remaining part
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// of threat evaluation must be done later when we have full attack info.
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// of threat evaluation must be done later when we have full attack info.
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if (ei.attackedBy[Them][PAWN] & s)
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if (ei.attackedBy[Them][PAWN] & s)
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@ -699,8 +687,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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& ~ei.attackedBy[Them][0];
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& ~ei.attackedBy[Them][0];
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if (undefendedMinors)
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if (undefendedMinors)
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score += more_than_one(undefendedMinors) ? UndefendedMinorPenalty * 2
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score += UndefendedMinorPenalty;
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: UndefendedMinorPenalty;
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// Enemy pieces not defended by a pawn and under our attack
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// Enemy pieces not defended by a pawn and under our attack
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weakEnemies = pos.pieces(Them)
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weakEnemies = pos.pieces(Them)
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