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Passed pawn eval

Use a stepped function to evaluate bonuses and add the bonus to the
middle game

bench: 4857939
sf_4_base
jundery 2013-05-05 11:12:04 -06:00
parent 7f4c7cd785
commit 653c0527a7
1 changed files with 24 additions and 10 deletions

View File

@ -900,16 +900,30 @@ Value do_evaluate(const Position& pos, Value& margin) {
else
unsafeSquares = squaresToQueen & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them));
// If there aren't enemy attacks or pieces along the path to queen give
// huge bonus. Even bigger if we protect the pawn's path.
if (!unsafeSquares)
ebonus += Value(rr * (squaresToQueen == defendedSquares ? 17 : 15));
else
// OK, there are enemy attacks or pieces (but not pawns). Are those
// squares which are attacked by the enemy also attacked by us ?
// If yes, big bonus (but smaller than when there are no enemy attacks),
// if no, somewhat smaller bonus.
ebonus += Value(rr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 13 : 8));
// Default bonus for the empty square in front
int bonusMultiplier = 3;
if ((defendedSquares & SquareBB[blockSq]) != 0)
{
// Defending the square in front
bonusMultiplier += 2;
if ((unsafeSquares & defendedSquares) == unsafeSquares)
// Defending all the attacked squares
// bigger bonus if we are defending everything
bonusMultiplier += (squaresToQueen == defendedSquares) ? 4 : 2;
}
if ((unsafeSquares & SquareBB[blockSq]) == 0)
{
// The square infront isn't attacked
bonusMultiplier += 6;
if (!unsafeSquares)
bonusMultiplier += 6;
}
Value bonus = Value(rr * bonusMultiplier);
ebonus += bonus;
mbonus += bonus;
}
} // rr != 0