constexpr Score Backward = S( 9, 24);
constexpr Score Doubled = S(11, 56);
constexpr Score Isolated = S( 5, 15);
+ constexpr Score WeakUnopposed = S( 13, 27);
// Connected pawn bonus
- constexpr int Connected[RANK_NB] = { 0, 13, 17, 24, 59, 96, 171 };
+ constexpr int Connected[RANK_NB] = { 0, 7, 8, 12, 29, 48, 86 };
// Strength of pawn shelter for our king by [distance from edge][rank].
// RANK_1 = 0 is used for files where we have no pawn, or pawn is behind our king.
Bitboard ourPawns = pos.pieces( Us, PAWN);
Bitboard theirPawns = pos.pieces(Them, PAWN);
- e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0;
+ e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
e->kingSquares[Us] = SQ_NONE;
e->pawnAttacks[Us] = pawn_attacks_bb<Us>(ourPawns);
// Score this pawn
if (support | phalanx)
{
- int v = (phalanx ? 3 : 2) * Connected[r];
- v = 17 * popcount(support) + (v >> (opposed + 1));
+ int v = Connected[r] * (phalanx ? 3 : 2) / (opposed ? 2 : 1)
+ + 17 * popcount(support);
+
score += make_score(v, v * (r - 2) / 4);
}
else if (!neighbours)
- score -= Isolated, e->weakUnopposed[Us] += !opposed;
+ score -= Isolated + WeakUnopposed * int(!opposed);
else if (backward)
- score -= Backward, e->weakUnopposed[Us] += !opposed;
+ score -= Backward + WeakUnopposed * int(!opposed);
if (doubled && !support)
score -= Doubled;