author uriblass Sun, 21 Sep 2014 17:32:47 +0000 (01:32 +0800) committer Gary Linscott Sun, 21 Sep 2014 17:32:47 +0000 (01:32 +0800)
LLR: 2.97 (-2.94,2.94) [-1.50,4.50]
Total: 16657 W: 3547 L: 3391 D: 9719

LLR: 2.95 (-2.94,2.94) [0.00,6.00]
Total: 31258 W: 5664 L: 5403 D: 20191

Bench: 8331165

Resolves #51

 src/evaluate.cpp patch | blob | history

@@ -221,7 +221,7 @@ namespace {
ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);

// Init king safety tables only if we are going to use them
-    if (pos.count<QUEEN>(Us) && pos.non_pawn_material(Us) > QueenValueMg + PawnValueMg)
+    if (pos.non_pawn_material(Us) > QueenValueMg + PawnValueMg)
{
ei.kingRing[Them] = b | shift_bb<Down>(b);
b &= ei.attackedBy[Us][PAWN];
@@ -414,7 +414,8 @@ namespace {
attackUnits =  std::min(20, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
+ 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount<Max15>(undefended))
+ 2 * (ei.pinnedPieces[Us] != 0)
-                     - mg_value(score) / 32;
+                     - mg_value(score) / 32
+                     - !pos.count<QUEEN>(Them) * 15;

// Analyse the enemy's safe queen contact checks. Firstly, find the
// undefended squares around the king that are attacked by the enemy's