if (pos.non_pawn_material() < SpaceThreshold)
return SCORE_ZERO;
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
constexpr Bitboard SpaceMask =
Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB)
: CenterFiles & (Rank7BB | Rank6BB | Rank5BB);
// Find all squares which are at most three squares behind some friendly pawn
Bitboard behind = pos.pieces(Us, PAWN);
- behind |= (Us == WHITE ? behind >> 8 : behind << 8);
- behind |= (Us == WHITE ? behind >> 16 : behind << 16);
+ behind |= shift<Down>(behind);
+ behind |= shift<Down>(shift<Down>(behind));
int bonus = popcount(safe) + popcount(behind & safe);
int weight = pos.count<ALL_PIECES>(Us)
&& (pos.pieces(PAWN) & KingSide);
// Compute the initiative bonus for the attacking side
- int complexity = 8 * pe->pawn_asymmetry()
- + 12 * pos.count<PAWN>()
- + 12 * outflanking
- + 16 * pawnsOnBothFlanks
- + 48 * !pos.non_pawn_material()
- -118 ;
+ int complexity = 9 * pe->pawn_asymmetry()
+ + 11 * pos.count<PAWN>()
+ + 9 * outflanking
+ + 18 * pawnsOnBothFlanks
+ + 49 * !pos.non_pawn_material()
+ -121 ;
// Now apply the bonus: note that we find the attacking side by extracting
// the sign of the endgame value, and that we carefully cap the bonus so