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Do not consider discovered checks in king safety

Does not help and it slows downs a bit because it
is not cheap to get the possible discovered checks
out of a position.

After 997 games at 1+0
Mod vs orig +153 =692 -152  +0 ELO

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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commit f2ec1f758b5f832ea769fbeb89b5d3ed35db9a5f 1 parent 36bb67f
@mcostalba authored
Showing with 0 additions and 6 deletions.
  1. +0 −6 src/evaluate.cpp
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6 src/evaluate.cpp
@@ -767,12 +767,6 @@ namespace {
if (b)
attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b);
- // Analyse enemy's discovered checks (only for non-pawns right now,
- // consider adding pawns later).
- b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
- if (b)
- attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
-
// To index KingDangerTable[] attackUnits must be in [0, 99] range
attackUnits = Min(99, Max(0, attackUnits));
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