X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fevaluate.cpp;h=a2ed91f8c9e1e8319926e1dbb534ac3ed336f090;hb=3705559fdb1d5959ed6eba37f1b06e03a25be82d;hp=6ec42e24e9a0c602e50b2838857bc49449106060;hpb=619d66b7ab1b8491363f9fd5ce98372e51e55cde;p=stockfish diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 6ec42e24..a2ed91f8 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -161,12 +161,10 @@ namespace { #undef S const Score Tempo = make_score(24, 11); - const Score RookOn7th = make_score(11, 20); const Score RookOnPawn = make_score(10, 28); const Score RookOpenFile = make_score(43, 21); const Score RookSemiopenFile = make_score(19, 10); const Score BishopPawns = make_score( 8, 12); - const Score KnightPawns = make_score( 8, 4); const Score MinorBehindPawn = make_score(16, 0); const Score UndefendedMinor = make_score(25, 10); const Score TrappedRook = make_score(90, 0); @@ -349,10 +347,6 @@ namespace { if (Pt == BISHOP) score -= BishopPawns * ei.pi->pawns_on_same_color_squares(Us, s); - // Penalty for knight when there are few enemy pawns - if (Pt == KNIGHT) - score -= KnightPawns * std::max(5 - pos.count(Them), 0); - // Bishop and knight outposts squares if (!(pos.pieces(Them, PAWN) & pawn_attack_span(Us, s))) score += evaluate_outposts(pos, ei, s); @@ -365,11 +359,6 @@ namespace { if (Pt == ROOK) { - // Rook on 7th rank and enemy king trapped on 8th - if ( relative_rank(Us, s) == RANK_7 - && relative_rank(Us, pos.king_square(Them)) == RANK_8) - score += RookOn7th; - // Rook piece attacking enemy pawns on the same rank/file if (relative_rank(Us, s) >= RANK_5) { @@ -633,19 +622,17 @@ namespace { else defendedSquares = squaresToQueen & ei.attackedBy[Us][ALL_PIECES]; - // If there aren't any enemy attacks, then assign a huge bonus. - // The bonus will be a bit smaller if at least the block square - // isn't attacked, otherwise assign the smallest possible bonus. - int k = !unsafeSquares ? 15 : !(unsafeSquares & blockSq) ? 9 : 3; + // If there aren't any enemy attacks, assign a big bonus. Otherwise + // assign a smaller bonus if the block square isn't attacked. + int k = !unsafeSquares ? 15 : !(unsafeSquares & blockSq) ? 9 : 0; - // Assign a big bonus if the path to the queen is fully defended, - // otherwise assign a bit less of a bonus if at least the block - // square is defended. + // If the path to queen is fully defended, assign a big bonus. + // Otherwise assign a smaller bonus if the block square is defended. if (defendedSquares == squaresToQueen) k += 6; else if (defendedSquares & blockSq) - k += (unsafeSquares & defendedSquares) == unsafeSquares ? 4 : 2; + k += 4; mbonus += Value(k * rr), ebonus += Value(k * rr); }