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Simplify evaluation

This commit is contained in:
Gary Linscott 2013-01-24 08:54:13 -05:00
parent 054d117d25
commit e83b9075ff
2 changed files with 1 additions and 15 deletions

View file

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

View file

@ -1342,7 +1342,6 @@ split_point_start: // At split points actual search starts from here
Bitboard b = (enemies ^ ksq) & newAtt & ~oldAtt;
while (b)
{
// Note that here we generate illegal "double move"!
if (futilityBase + PieceValue[EG][pos.piece_on(pop_lsb(&b))] >= beta)
return true;
}