constexpr Score KnightOnQueen = S( 21, 11);
constexpr Score LongDiagonalBishop = S( 22, 0);
constexpr Score MinorBehindPawn = S( 16, 0);
- constexpr Score Overload = S( 16, 7);
+ constexpr Score Overload = S( 13, 6);
constexpr Score PawnlessFlank = S( 20, 80);
constexpr Score RookOnPawn = S( 8, 24);
constexpr Score SliderOnQueen = S( 42, 21);
score += ThreatByRank * (int)relative_rank(Them, s);
}
- b = (pos.pieces(Them, QUEEN) | weak) & attackedBy[Us][ROOK];
+ b = weak & attackedBy[Us][ROOK];
while (b)
{
Square s = pop_lsb(&b);
score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]);
- // Bonus for overload (non-pawn enemies attacked once or more and defended exactly once)
- b = nonPawnEnemies
- & attackedBy[Us][ALL_PIECES]
- & attackedBy[Them][ALL_PIECES] & ~attackedBy2[Them];
+ b = weak & nonPawnEnemies & attackedBy[Them][ALL_PIECES];
score += Overload * popcount(b);
}