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Retire loose enemies bonus
STC: LLR: 2.96 (-2.94,2.94) [-3.00,1.00] Total: 44727 W: 7943 L: 7862 D: 28922 LTC: LLR: 2.96 (-2.94,2.94) [-3.00,1.00] Total: 148343 W: 19044 L: 19088 D: 110211 Bench: 5669076 Closes #1005
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@@ -190,7 +190,6 @@ namespace {
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const Score OtherCheck = S(10, 10);
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const Score OtherCheck = S(10, 10);
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const Score CloseEnemies = S( 7, 0);
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const Score CloseEnemies = S( 7, 0);
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const Score PawnlessFlank = S(20, 80);
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const Score PawnlessFlank = S(20, 80);
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const Score LooseEnemies = S( 0, 25);
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const Score ThreatByHangingPawn = S(71, 61);
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const Score ThreatByHangingPawn = S(71, 61);
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const Score ThreatByRank = S(16, 3);
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const Score ThreatByRank = S(16, 3);
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const Score Hanging = S(48, 27);
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const Score Hanging = S(48, 27);
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@@ -515,11 +514,6 @@ namespace {
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Bitboard b, weak, defended, safeThreats;
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Bitboard b, weak, defended, safeThreats;
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Score score = SCORE_ZERO;
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Score score = SCORE_ZERO;
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// Small bonus if the opponent has loose pawns or pieces
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if ( (pos.pieces(Them) ^ pos.pieces(Them, QUEEN, KING))
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& ~(ei.attackedBy[Us][ALL_PIECES] | ei.attackedBy[Them][ALL_PIECES]))
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score += LooseEnemies;
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// Non-pawn enemies attacked by a pawn
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// Non-pawn enemies attacked by a pawn
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weak = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Us][PAWN];
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weak = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Us][PAWN];
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