}
// Bonus for restricting their piece moves
+ // Greater bonus when landing square is occupied
b = attackedBy[Them][ALL_PIECES]
& ~stronglyProtected
& attackedBy[Us][ALL_PIECES];
-
- score += RestrictedPiece * popcount(b);
+ score += RestrictedPiece * (popcount(b) + popcount(b & pos.pieces()));
// Protected or unattacked squares
safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES];