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Apex Pawns
Pawns which are supported already have a bonus. Apex are pawns which are supported twice. This patch gives an additional 50% bonus for them. STC LLR: 2.96 (-2.94,2.94) [-1.50,4.50] Total: 6549 W: 1333 L: 1209 D: 4007 LTC LLR: 2.95 (-2.94,2.94) [0.00,6.00] Total: 18002 W: 3037 L: 2850 D: 12115 Bench: 8069601 Resolves #267
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e2226cbb20
commit
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1 changed files with 13 additions and 9 deletions
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@ -110,9 +110,9 @@ namespace {
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const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
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const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
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const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE);
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const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE);
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Bitboard b, p, doubled, connected;
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Bitboard b, p, doubled, connected, supported;
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Square s;
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Square s;
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bool passed, isolated, opposed, phalanx, backward, unsupported, lever;
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bool passed, isolated, opposed, phalanx, backward, lever;
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Score score = SCORE_ZERO;
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Score score = SCORE_ZERO;
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const Square* pl = pos.list<PAWN>(Us);
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const Square* pl = pos.list<PAWN>(Us);
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const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)];
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const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)];
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@ -138,13 +138,12 @@ namespace {
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e->semiopenFiles[Us] &= ~(1 << f);
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e->semiopenFiles[Us] &= ~(1 << f);
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// Previous rank
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// Previous rank
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p = rank_bb(s - pawn_push(Us));
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p = rank_bb(s - Up);
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// Flag the pawn as passed, isolated, doubled,
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// Flag the pawn
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// unsupported or connected (but not the backward one).
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connected = ourPawns & adjacent_files_bb(f) & (rank_bb(s) | p);
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connected = ourPawns & adjacent_files_bb(f) & (rank_bb(s) | p);
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phalanx = connected & rank_bb(s);
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phalanx = connected & rank_bb(s);
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unsupported = !(ourPawns & adjacent_files_bb(f) & p);
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supported = connected & p;
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isolated = !(ourPawns & adjacent_files_bb(f));
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isolated = !(ourPawns & adjacent_files_bb(f));
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doubled = ourPawns & forward_bb(Us, s);
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doubled = ourPawns & forward_bb(Us, s);
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opposed = theirPawns & forward_bb(Us, s);
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opposed = theirPawns & forward_bb(Us, s);
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@ -160,7 +159,7 @@ namespace {
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backward = false;
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backward = false;
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else
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else
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{
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{
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// We now know that there are no friendly pawns beside or behind this
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// We now know there are no friendly pawns beside or behind this
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// pawn on adjacent files. We now check whether the pawn is
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// pawn on adjacent files. We now check whether the pawn is
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// backward by looking in the forward direction on the adjacent
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// backward by looking in the forward direction on the adjacent
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// files, and picking the closest pawn there.
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// files, and picking the closest pawn there.
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@ -184,7 +183,7 @@ namespace {
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if (isolated)
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if (isolated)
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score -= Isolated[opposed][f];
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score -= Isolated[opposed][f];
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if (unsupported && !isolated)
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if (!supported && !isolated)
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score -= UnsupportedPawnPenalty;
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score -= UnsupportedPawnPenalty;
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if (doubled)
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if (doubled)
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@ -193,8 +192,13 @@ namespace {
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if (backward)
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if (backward)
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score -= Backward[opposed][f];
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score -= Backward[opposed][f];
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if (connected)
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if (connected) {
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score += Connected[opposed][phalanx][relative_rank(Us, s)];
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score += Connected[opposed][phalanx][relative_rank(Us, s)];
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if (more_than_one(supported)) {
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//apex bonus: pawn on s is supported twice
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score += Connected[opposed][phalanx][relative_rank(Us, s)] / 2;
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}
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}
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if (lever)
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if (lever)
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score += Lever[relative_rank(Us, s)];
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score += Lever[relative_rank(Us, s)];
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