constexpr Score Backward = S( 9, 24);
constexpr Score Doubled = S(11, 56);
constexpr Score Isolated = S( 5, 15);
- constexpr Score WeakUnopposed = S( 13, 27);
- constexpr Score Attacked2Unsupported = S( 0, 20);
+ constexpr Score WeakUnopposed = S(13, 27);
+ constexpr Score Attacked2Unsupported = S(0, 56);
// Connected pawn bonus
constexpr int Connected[RANK_NB] = { 0, 7, 8, 12, 29, 48, 86 };
e->kingSquares[Us] = SQ_NONE;
e->pawnAttacks[Us] = pawn_attacks_bb<Us>(ourPawns);
- // Unsupported enemy pawns attacked twice by us
- score += Attacked2Unsupported * popcount( theirPawns
- & pawn_double_attacks_bb<Us>(ourPawns)
- & ~pawn_attacks_bb<Them>(theirPawns));
-
// Loop through all pawns of the current color and score each pawn
while ((s = *pl++) != SQ_NONE)
{
// Passed pawns will be properly scored in evaluation because we need
// full attack info to evaluate them. Include also not passed pawns
- // which could become passed after one or two pawn pushes when are
- // not attacked more times than defended.
+ // which could become passed after one or two pawn pushes when they
+ // are not attacked more times than defended.
if ( !(stoppers ^ lever) ||
(!(stoppers ^ leverPush) && popcount(phalanx) >= popcount(leverPush)))
e->passedPawns[Us] |= s;
score -= Doubled;
}
+ // Unsupported friendly pawns attacked twice by the enemy
+ score -= Attacked2Unsupported * popcount( ourPawns
+ & pawn_double_attacks_bb<Them>(theirPawns)
+ & ~pawn_attacks_bb<Us>(ourPawns)
+ & ~e->passedPawns[Us]);
+
return score;
}