Bonus for each attacked square on the promotion path
of an enemy passed pawn.
STC:
LLR: 2.96 (-2.94,2.94) [0.00,5.00]
Total: 141511 W: 25295 L: 24579 D: 91637
LTC:
LLR: 2.95 (-2.94,2.94) [0.00,5.00]
Total: 23161 W: 3022 L: 2831 D: 17308
Bench:
5926706
const Score ThreatByPawnPush = S(38, 22);
const Score Unstoppable = S( 0, 20);
const Score PawnlessFlank = S(20, 80);
const Score ThreatByPawnPush = S(38, 22);
const Score Unstoppable = S( 0, 20);
const Score PawnlessFlank = S(20, 80);
+ const Score HinderPassedPawn = S( 7, 0);
// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
// a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
// a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Color Them = (Us == WHITE ? BLACK : WHITE);
- Bitboard b, squaresToQueen, defendedSquares, unsafeSquares;
+ Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
Score score = SCORE_ZERO;
b = ei.pi->passed_pawns(Us);
Score score = SCORE_ZERO;
b = ei.pi->passed_pawns(Us);
assert(pos.pawn_passed(Us, s));
assert(!(pos.pieces(PAWN) & forward_bb(Us, s)));
assert(pos.pawn_passed(Us, s));
assert(!(pos.pieces(PAWN) & forward_bb(Us, s)));
+ bb = forward_bb(Us, s) & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them));
+ score -= HinderPassedPawn * popcount(bb);
+
int r = relative_rank(Us, s) - RANK_2;
int rr = r * (r - 1);
int r = relative_rank(Us, s) - RANK_2;
int rr = r * (r - 1);
// in the pawn's path attacked or occupied by the enemy.
defendedSquares = unsafeSquares = squaresToQueen = forward_bb(Us, s);
// in the pawn's path attacked or occupied by the enemy.
defendedSquares = unsafeSquares = squaresToQueen = forward_bb(Us, s);
- Bitboard bb = forward_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from<ROOK>(s);
+ bb = forward_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from<ROOK>(s);
if (!(pos.pieces(Us) & bb))
defendedSquares &= ei.attackedBy[Us][ALL_PIECES];
if (!(pos.pieces(Us) & bb))
defendedSquares &= ei.attackedBy[Us][ALL_PIECES];