

The AI's low ranked pieces (Two and up) become locally invincible, While it tries to discover the ranks of the opponent's low ranked pieces,Īs the opponent's low ranked pieces become known, Leads to key opponent piece discovery that assists in winning the game.Ī primary goal of the AI is to keep its low ranked pieces unknown Whereas lesser AI pieces are eager to sacrifice themselves if the loss Hence, an valuable AI piece will generally avoid unknown and unmoved opponent pieces Of discovering important piece ranks versus the risk of loss. It weighs which pieces to attack based on the potential The evaluation function is based on material gained versus lostĪs well as opponent piece rank discovery. Usually completing about 6 ply depending on the speed of the desktop. The search time is adjustable with the Settings menu. Move generation abides by the Two-Square and More-Squares rules. The horizon effect resulting from a very shallow search depth. Quiescent Search and Extended Search are used to reduce Iterative deepening, transposition table, heuristic history and killer move are usedįor move ordering to increase pruning success. The AI algorithm is the generic minimax with alpha-beta pruning. For a more challenging game, click the Settings menu and set the difficulty level to the middle (about 1 second).įor an easier game, keep the difficulty all the way to the leftĪnd disable the Two Squares rule.
