java – Object Oriented Design for chess

Recently I came across some article on Chess OOPS design.Following is some snippet from it:

public class Chess {

    ChessBoard chessBoard;
    Player() player;
    Player currentPlayer;
    List<Move> movesList;
    GameStatus gameStatus;

    public boolean playerMove(CellPosition fromPosition, CellPositionb toPosition, Piece piece); 
    public boolean endGame();
    private void changeTurn();

}
public abstract class Piece {

    Color color;

    public boolean move(CellPosition fromPosition, CellPositionb toPosition);
    public List<CellPosition> possibleMoves(CellPosition fromPosition);
    public boolean validate(CellPosition fromPosition, CellPositionb toPosition);
}

public class Knight extends Piece {

    public boolean move(CellPosition fromPosition, CellPositionb toPosition);
    public List<CellPosition> possibleMoves(CellPosition fromPosition);
    public boolean validate(CellPosition fromPosition, CellPositionb toPosition);

}

I pretty much liked the way classes are constructed but there is something that is confusing me.Now the code here is self explanatory. As per the author, the way it is designed,the “possibleMoves” function in the Piece class will give the list of possible moves and these moves are shown to user and user can select one of the move,which makes sense to me.

Now my question is, let us say we get possible moves by calling possibleMoves function from Piece class. Now since while actually making a move, there is a possibility that a piece can cross another piece in its way, which is not allowed except knight. SO where will we check that?I questioned the designed and the author is saying it should be done in chess class or in some Rule Engine, but my suggestion is to pass Board as a parameter and let the piece decide it as it knows how it will move.Otherwise in chess class or in rule engine we have to put a logic for each piece to check if while making a move it does not cross any other piece and for that we need to replicate the logic of how piece move in Piece class and in Chess/Rule Engine class.
What can be the correct way here?

Chess King 2021 v21.0.0.2100 Multilinguage | Nulled Scripts Download

The new Chess King 21 is considerably improved from the original Chess King or from any of the previous versions of Chess King. It is compatible with Windows 10 (or any previous version Windows) and has an updated GigaKing database with games till end of November of 2020, a full opening tree, and many playing modes. For analysis, it includes the Grandmaster engine Rybka with a rating of 2961 ELO and an automatic installer for the engine Stockfish with a rating above 3400 ELO. It’s the perfect tool for any chess player to improve at chess, by playing, analyzing one’s games, solving thousands of chess exercises.

Main features of Chess King 21
• Grandmaster engine Rybka
• Automatic installer for Stockfish engine
• Huge opening tree with evaluations and success for each move
• GigaKing 2020 games database of over 7 million games
• Classical (any level), Random, Puzzle (1500 puzzles) and Quest modes (100 games)
• Prepare for your opponent, opening and custom trees

System Requirements:
The PC version is compatible from XP, Vista, 7, 8 to the most recent Windows 10

Language Support:
English, French, German, Spanish, Russian

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Chess King 2021 v21.0.0.2100 Multilingual | Nulled Scripts Download

Chess King 2021 v21.0.0.2100 Multilingual

Chess King 2021 v21.0.0.2100 Multilingual | Incl. Hugebase | 1.73 GB | Language: Multilanguage

The new Chess King 21 is considerably improved from the original Chess King or from any of the previous versions of Chess King. It is compatible with Windows 10 (or any previous version Windows) and has an updated GigaKing database with games till end of November of 2020, a full opening tree, and many playing modes. For analysis, it includes the Grandmaster engine Rybka with a rating of 2961 ELO and an automatic installer for the engine Stockfish with a rating above 3400 ELO. Its the perfect tool for any chess player to improve at chess, by playing, analyzing one’s games, solving thousands of chess exercises.

Main features of Chess King 21
Grandmaster engine Rybka
Automatic installer for Stockfish engine
Huge opening tree with evaluations and success for each move
GigaKing 2020 games database of over 7 million games
Classical (any level), Random, Puzzle (1500 puzzles) and Quest modes (100 games)
Prepare for your opponent, opening and custom trees

Play in Classical Mode
You can play at any level you choose, from a rating of 800 to 3200, either with white or black, and either for fun (not counting for rating, you can take back moves), or in rated mode. Your games will automatically be saved in your games database and you will be able to analyze them in detail with the Grandmaster engine to see what mistakes have been made.

Have fun in the Random Mode
The Random Mode is exclusive to Chess King, in which you can choose what advantage you want to start the game with and the number of pieces you want to have on the board. For example suppose you want to start with an advantage of +6 (the equivalent of 6 pawns advantage), Chess King will randomly select a starting position with the characteristics you decide and then you will play that position against Houdini 2 for Chess King at the highest level. Anybody should win with such a crushing starting advantage, but you will see its not that easy!

Setup any position
You can set up any position you like and then analyze it or even play it.

Search in the GigaKing Database
Look out for games of your favorite players in the GigaKing database. For example a search for Magnus Carlsen will give more than 2,000 games including all the games he played in official tournaments and many of his published exhibition matches and simultaneous exhibitions.

Learn with the Puzzle Mode
You will learn with the puzzle mode, with hundreds of exercises from beginner level until Grandmaster level. Chess King 21 will congratulate you for your success and tell you where you went wrong.

Huge Opening Tree
In the Analysis pane at the beginning of the game, either while analyzing some master game or when entering your own games in your own games database, you can follow the opening tree move by move to see what moves have been played in the whole history of chess and how much success they have had. Its now easy to study a whole opening just by browsing opening moves, selecting lines, watching games of interest, and learning the ideas behind the opening moves.

Whole Game Evaluation graph and Engine Analysis
In the Analysis Pane after the opening stage one sees the game notation and comments, the whole game evaluation graph and below the best lines calculated by the engine. In this position below black could have taken the advantage by taking the pawn on e5, giving an evaluation of -0.86 (Black would have an advantage of close to 1 pawn equivalent), and instead played a bad move a4, which gave an evaluation of +0.49, which means white is up the equivalent of 1/2 pawn. With Chess King 21 you will know the best moves in each position.

System Requirements:
The PC version is compatible from XP, Vista, 7, 8 to the most recent Windows 10

Language Support:
English, French, German, Spanish, Russian.

Homepage:

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procedural programming – about chess puzzle

I have a question that wants me to consider a square grid of size m*n in which there is a chess piece in one of the cells that can only move diagonally. Starting from a given cell, the bishop starts moving along the diagonal in the indicated direction and when it is in a cell on the margin, it “rebounds” under the same angle (in other words, only changes direction when in a cell on the margin. The bishop stops when the trajectory starts to repeat or when he can’t start moving in the indicated direction.

now I’m supposed to write a function that takes as parameters: n and m (the size of the grid), the initial position of the bishop on the grid, the direction to where to start moving, and returns the grid with the trajectory of the bishop.

so far, what I did is finding a formula for the first move. I know that based on the initial location of the bishop, I can have four different direction possibilities: starting from i=1, {x+i,y+i}, {x-i,y-i},{x-i,y+i}, and {x+i,y-i}. then I will check x and y values and if x, and y didn’t hit the boundaries {m, and n} or are not equal to {0,0} and {1,1} I will increase my I value and apply it again. However, I don’t know how to illustrate my code in Mathematica. I appreciate any help.

java – Chess move simulator

I was asked to write chess simulation of pieces as a take home interview question and was given this spec.

This is what I came up with:

ChessGenerator.java

import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import java.util.Map;
import java.util.stream.Stream;

public class ChessGenerator {
    private static final int n = 8;
    private static final int m = 8;
    private static final int()() board = new int(8)(8);

    public static void main(String() args) {
        String piece = args(0);
        String position = args(1);

        Point point = PositionTransformer.translateToPoint(position);
        run(piece, position, point);
    }

    public static List<Point> run(String piece, String position, Point point) {
        List<Point> result = null;
        if(piece.equals("Horse")) {
            result = new Horse().findAllPossibleMoves(board, point.getX(), point.getY());
            System.out.println(result.toString());

        }
        return result;
    }

    // TODO Remove
    public String letterPosition(String position) {
        return position.replaceAll("(0-9)","");
    }

    // TODO Remove
    public String numericPosition(String position) {
        return position.replaceAll("(^A-Za-z)","");
    }
}

Horse.java

import java.util.ArrayList;
import java.util.List;

public class Horse extends Piece {

    public List<Point> findAllPossibleMoves(int mat()(), int p, int q) {
        List<Point> result = new ArrayList<Point>();

        int X() = {2, 1, -1, -2, -2, -1, 1, 2};
        int Y() = {1, 2, 2, 1, -1, -2, -2, -1};

        for (int i = 0; i < 8; i++) {

            int x = p + X(i);
            int y = q + Y(i);

            if (x >= 0 && y >= 0 && x < n && y < m
                    && mat(x)(y) == 0)
                result.add(new Point(x, y));
        }

        return result;
    }
}

Piece.java

import java.util.List;

public abstract class Piece {
    public static final int n = 8;
    public static final int m = 8;

    public abstract List<Point> findAllPossibleMoves(int board()(), int m, int n);
}

Point.java

public class Point {
    private int x;
    private int y;

    public int getY() {
        return y;
    }

    public Point(int x, int y) {
        this.x = x;
        this.y = y;
    }

    public int getX() {
        return x;
    }

    public void setX(int x) {
        this.x = x;
    }

    @Override
    public String toString() {
        return "Point{" +
                "x=" + x +
                ", y=" + y +
                '}';
    }
}

PositionTransformer.java

import java.util.Collections;
import java.util.HashMap;
import java.util.Map;

public class PositionTransformer {
    private static final Map<String, Point> transformer = new HashMap<String, Point>() {{
        put("A1", new Point(7,0));
        put("A2", new Point(6,0));
        put("A3", new Point(5,0));
        put("A4", new Point(4,0));
        put("A5", new Point(3,0));
        put("A6", new Point(2,0));
        put("A7", new Point(1,0));
        put("A8", new Point(0,0));
        put("B1", new Point(7,1));
        put("B2", new Point(6,1));
        put("B3", new Point(5,1));
        put("B4", new Point(4,1));
        put("B5", new Point(3,1));
        put("B6", new Point(2,1));
        put("B7", new Point(1,1));
        put("B8", new Point(0,1));
        put("C1", new Point(7,2));
        put("C2", new Point(6,2));
        put("C3", new Point(5,2));
        put("C4", new Point(4,2));
        put("C5", new Point(3,2));
        put("C6", new Point(2,2));
        put("C7", new Point(1,2));
        put("C8", new Point(0,2));
        put("D1", new Point(7,3));
        put("D2", new Point(6,3));
        put("D3", new Point(5,3));
        put("D4", new Point(4,3));
        put("D5", new Point(3,3)); 
        put("D6", new Point(2,3));
        put("D7", new Point(1,3));
        put("D8", new Point(0,3));
        put("E1", new Point(7,4));
        put("E2", new Point(6,4));
        put("E3", new Point(5,4));
        put("E4", new Point(4,4));
        put("E5", new Point(3,4));
        put("E6", new Point(2,4));
        put("E7", new Point(1,4));
        put("E8", new Point(0,4));
        put("F1", new Point(7,5));
        put("F2", new Point(6,5));
        put("F3", new Point(5,5));
        put("F4", new Point(4,5));
        put("F5", new Point(3,5));
        put("F6", new Point(2,5));
        put("F7", new Point(1,5));
        put("F8", new Point(0, 5));
        put("G1", new Point(7,6));
        put("G2", new Point(6,6));
        put("G3", new Point(5,6));
        put("G4", new Point(4,6));
        put("G5", new Point(3,6));
        put("G6", new Point(2,6));
        put("G7", new Point(1,6));
        put("G8", new Point(0, 6));
        put("H1", new Point(7,7));
        put("H2", new Point(6,7));
        put("H3", new Point(5,7));
        put("H4", new Point(4,7));
        put("H5", new Point(3,7));
        put("H6", new Point(2,7));
        put("H7", new Point(1,7));
        put("H8", new Point(0, 7));
    }};

    public static Point translateToPoint(String position) {
        return transformer.get(position);
    }

    public static Map<String, Point> unmodifiableMap() {
        return Collections.unmodifiableMap(transformer);
    }
}

This is the feedback I received

Variables names must be self-explanatory.
Unused variables.
Hardcoded PositionTransformer. Could have written a logic for that.
Implemented only 1 piece i.e. Horse.

I agree with unused variables and due to time constraint only implemented horse piece. Not sure what is meant by PositionTransformer review comment. How else could the code be improved?

beginner – Chess Dictionary Validator from Automatic Boring Stuff with Python

This project is in chapter 5 introduced me to a whole new world of dictionary data structure. To put it briefly, I want to know whether the choice I took between lists, tuples, and dictionaries could’ve been justifiable calls or not. I’m also not that confident about where putting many return statements correctly and many other beginners’ common mistakes that I probably have overlooked.

The project’s description and the code are shown below.

import pprint, copy

# Argument from Automate BS with Python
chessgood = {
'1h': 'bking', '6c': 'wqueen', '2g': 'bbishop', '5h': 'bqueen', '3e': 'wking'}

# Argument when key/value is ok but its representative value/key pair raises an error
chessbad = {'9z': 'bemperor', '10a': 'wking', '3a': 'bprince'}

# Argument when a piece is more than allowed (e.g., wpawn more than 8)
chessbad2 = {'4a': 'wpawn', '4b': 'wpawn', '4c': 'wpawn','4d': 'wpawn',
'4e': 'wpawn', '4f': 'wpawn', '4g': 'wpawn', '4h': 'wpawn', '5a': 'wpawn',
'5i': 'wpawn'}


def isvcb(dctnry):
    '''
    In this chapter, we used the dictionary value {'1h': 'bking', '6c': 'wqueen',
    '2g': 'bbishop', '5h': 'bqueen', '3e': 'wking'} to represent a chess board.
    Write a function named isValidChessBoard() that takes a dictionary argument
    and returns True or False depending on if the board is valid.
    A valid board will have exactly one black king and exactly one white
    king. Each player can only have at most 16 pieces, at most 8 pawns, and
    all pieces must be on a valid space from '1a' to '8h'; that is, a piece can’t
    be on space '9z'. The piece names begin with either a 'w' or 'b' to represent
    white or black, followed by 'pawn', 'knight', 'bishop', 'rook', 'queen', or
    'king'. This function should detect when a bug has resulted in an improper
    chess board.
    '''

    ver = ('a','b','c','d','e','f','g','h')
    hor = (8, 7, 6, 5, 4, 3, 2, 1)
    bd = dict()
    for i in hor:
        for j in ver:
            bd.setdefault(str(i) + j, str(i) + j)
    bdcopy = copy.copy(bd)
    #pprint.pprint(bdu)

    side = ('b','w')
    piece = {'pawn': 8, 'knight': 2, 'bishop': 2, 'rook': 2, 'queen' : 1, 'king': 1}
    pcs = dict()
    for m in side:
        for n in piece:
            pcs.setdefault(m + n, piece(n))

    temp = dict()
    for k,v in dctnry.items():
        temp.setdefault(v, 0)
        temp(v) += 1

        if k in bd and v in pcs and temp(v) <= pcs(v):
            bd(k) = v
            print('Input OK: ', k)

        elif k not in bd:
            bd = bdcopy
            print('Key(s) not in definition: ', k )

        elif v not in pcs:
            bd = bdcopy
            print('Value(s) not in definition: ', v )

        elif temp(v) > pcs(v):
            bd = bdcopy
            print('Value of this piece exceeds threshold: ', v )

    pprint.pprint(bd)
    

    if bd == bdcopy:
        return False
    else:
        return True

print('chessgood: ', isvcb(chessgood),  'n')
print('chessbad: ', isvcb(chessbad), ' n')
print('chessbad2: ', isvcb(chessbad2), 'n')

I believe I covered all of the possible errors by error-checking using different arguments when calling the function, where:

  1. Key of the passed arguments are not on the matrix 1a – 8h
  2. Value of the passed arguments are outside from a combination of (white & black) and (‘pawn’, ‘knight’, ‘bishop’, ‘rook’, ‘queen’, ‘king’)
  3. All of the value from passed arguments don’t exceed the threshold of each piece so that each piece will have aat most 16 pieces (e.g. wpawn is notmore than 8, bking is no more than 1)
  4. Show all the invalid input on the command line

If there are any other subtle restrictions that I haven’t overseen. Please let me know 🙂

The results are shown below:

Input OK:  1h
Input OK:  6c
Input OK:  2g
Input OK:  5h
Input OK:  3e
{'1a': '1a',
 '1b': '1b',
 '1c': '1c',
 '1d': '1d',
 '1e': '1e',
 '1f': '1f',
 '1g': '1g',
 '1h': 'bking',
 '2a': '2a',
 '2b': '2b',
 '2c': '2c',
 '2d': '2d',
 '2e': '2e',
 '2f': '2f',
 '2g': 'bbishop',
 '2h': '2h',
 '3a': '3a',
 '3b': '3b',
 '3c': '3c',
 '3d': '3d',
 '3e': 'wking',
 '3f': '3f',
 '3g': '3g',
 '3h': '3h',
 '4a': '4a',
 '4b': '4b',
 '4c': '4c',
 '4d': '4d',
 '4e': '4e',
 '4f': '4f',
 '4g': '4g',
 '4h': '4h',
 '5a': '5a',
 '5b': '5b',
 '5c': '5c',
 '5d': '5d',
 '5e': '5e',
 '5f': '5f',
 '5g': '5g',
 '5h': 'bqueen',
 '6a': '6a',
 '6b': '6b',
 '6c': 'wqueen',
 '6d': '6d',
 '6e': '6e',
 '6f': '6f',
 '6g': '6g',
 '6h': '6h',
 '7a': '7a',
 '7b': '7b',
 '7c': '7c',
 '7d': '7d',
 '7e': '7e',
 '7f': '7f',
 '7g': '7g',
 '7h': '7h',
 '8a': '8a',
 '8b': '8b',
 '8c': '8c',
 '8d': '8d',
 '8e': '8e',
 '8f': '8f',
 '8g': '8g',
 '8h': '8h'}
chessgood:  True

Key(s) not in definition:  9z
Key(s) not in definition:  10a
Value(s) not in definition:  bprince
{'1a': '1a',
 '1b': '1b',
 '1c': '1c',
 '1d': '1d',
 '1e': '1e',
 '1f': '1f',
 '1g': '1g',
 '1h': '1h',
 '2a': '2a',
 '2b': '2b',
 '2c': '2c',
 '2d': '2d',
 '2e': '2e',
 '2f': '2f',
 '2g': '2g',
 '2h': '2h',
 '3a': '3a',
 '3b': '3b',
 '3c': '3c',
 '3d': '3d',
 '3e': '3e',
 '3f': '3f',
 '3g': '3g',
 '3h': '3h',
 '4a': '4a',
 '4b': '4b',
 '4c': '4c',
 '4d': '4d',
 '4e': '4e',
 '4f': '4f',
 '4g': '4g',
 '4h': '4h',
 '5a': '5a',
 '5b': '5b',
 '5c': '5c',
 '5d': '5d',
 '5e': '5e',
 '5f': '5f',
 '5g': '5g',
 '5h': '5h',
 '6a': '6a',
 '6b': '6b',
 '6c': '6c',
 '6d': '6d',
 '6e': '6e',
 '6f': '6f',
 '6g': '6g',
 '6h': '6h',
 '7a': '7a',
 '7b': '7b',
 '7c': '7c',
 '7d': '7d',
 '7e': '7e',
 '7f': '7f',
 '7g': '7g',
 '7h': '7h',
 '8a': '8a',
 '8b': '8b',
 '8c': '8c',
 '8d': '8d',
 '8e': '8e',
 '8f': '8f',
 '8g': '8g',
 '8h': '8h'}
chessbad:  False

Input OK:  4a
Input OK:  4b
Input OK:  4c
Input OK:  4d
Input OK:  4e
Input OK:  4f
Input OK:  4g
Input OK:  4h
Value of this piece exceeds threshold:  wpawn
Key(s) not in definition:  5i
{'1a': '1a',
 '1b': '1b',
 '1c': '1c',
 '1d': '1d',
 '1e': '1e',
 '1f': '1f',
 '1g': '1g',
 '1h': '1h',
 '2a': '2a',
 '2b': '2b',
 '2c': '2c',
 '2d': '2d',
 '2e': '2e',
 '2f': '2f',
 '2g': '2g',
 '2h': '2h',
 '3a': '3a',
 '3b': '3b',
 '3c': '3c',
 '3d': '3d',
 '3e': '3e',
 '3f': '3f',
 '3g': '3g',
 '3h': '3h',
 '4a': '4a',
 '4b': '4b',
 '4c': '4c',
 '4d': '4d',
 '4e': '4e',
 '4f': '4f',
 '4g': '4g',
 '4h': '4h',
 '5a': '5a',
 '5b': '5b',
 '5c': '5c',
 '5d': '5d',
 '5e': '5e',
 '5f': '5f',
 '5g': '5g',
 '5h': '5h',
 '6a': '6a',
 '6b': '6b',
 '6c': '6c',
 '6d': '6d',
 '6e': '6e',
 '6f': '6f',
 '6g': '6g',
 '6h': '6h',
 '7a': '7a',
 '7b': '7b',
 '7c': '7c',
 '7d': '7d',
 '7e': '7e',
 '7f': '7f',
 '7g': '7g',
 '7h': '7h',
 '8a': '8a',
 '8b': '8b',
 '8c': '8c',
 '8d': '8d',
 '8e': '8e',
 '8f': '8f',
 '8g': '8g',
 '8h': '8h'}
chessbad2:  False

I believe my code is way longer than necessary but I also believe that the result being true should be kept as the first priority. So as someone who has no background in coding. Any input is greatly appreciated. Thank you 🙂

App Windows – Komodo Chess 14 v17.19.0.0 (x64) Multilingual

Komodo Chess 14 v17.19.0.0 (x64) Multilingual | Incl. Database & Book 2020 | 860.4 Mb
Inspired by AlphaZero, two years ago Komodo programmers GM Larry Kaufman and Mark Lefler began to redevelop their engine from the ground up. A good decision, since Komodo 13 was setting new benchmarks not only on the basis of its performance, but also because of an innovative approach with “MCTS” (“Monte Carlo Tree Search”). Komodo 14 continues with that successful concept. In addition to a further improvement in playing strength Komodo 14 offers exciting new functions for the configuration of the engine.

Playing strength meets individuality
The new Komodo 14 is once more 40 Elo points stronger than its predecessor. But what is quite new is how it can be varied. In addition to the standard version there are seven other “personalities” which all come with their own playing style: aggressive, defensive, active, positional, endgame, beginner and human. For analysis, this provides new options: switch the engine over to “aggressive” whenever you suspect that the position offers enough attacking potential for a win, or go into the positional mode if the position demands well thought out strategic play!

Double world champion 2019
Last year Komodo won the world championship title on two occasions and can call itself “2019 World Computer Chess Champion” and “2019 World Chess Software Champion”. And the current Komodo 14 has been clearly improved over its predecessor!

Match winner and analysis partner
It is delivered with two versions of the engine: the playing strength of the standard version is somewhat stronger than the “MCTS” version, so long as the engine only has to calculate one variation at a time. If the number of variations is increased, however, the very much improved “MCTS” version is your first choice!

System Requirements:

Minimum:
– Dual Core, 2 GB RAM,
– Windows 7 64bit oder 8.1 64bit,
– DirectX11, graphics card with 256 MB RAM
– Windows Media Player 9

Recommended:
– PC Intel i5 or AMD Ryzen 3 (Quadcore)
– 8 GB RAM, Windows 10 with 64-Bit (current version)
– Windows Media Player 11

Program Languages:
– English, German, French, Spanish, Italian, Nederlands, Polska, Czechia

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App Windows – Komodo Chess 14 v17.11.0.0 Multilingual | NulledTeam UnderGround

Languages: Multilingual | Incl. Database & Book 2020 | File Size: 845.65 MB

Inspired by AlphaZero, two years ago Komodo programmers GM Larry Kaufman and Mark Lefler began to redevelop their ee from the ground up.​

A good decision, since Komodo 13 was setting new benchmarks not only on the basis of its performance, but also because of an innovative approach with “MCTS” (“Monte Carlo Tree Search”). Komodo 14 continues with that successful concept. In addition to a further improvement in playing strength Komodo 14 offers exciting new functions for the configuration of the ee.

The new Komodo 14 is once more 40 Elo points stronger than its predecessor. But what is quite new is how it can be varied. In addition to the standard version there are seven other “personalities” which all come with their own playing style: aggressive, defensive, active, positional, endgame, bner and human. For analysis, this provides new options: switch the ee over to “aggressive” whenever you suspect that the position offers enough attacking potential for a win, or go into the positional mode if the position demands well thought out strat play!

Last year Komodo won the world championship title on two occasions and can call itself “2019 World Computer Chess Champion” and “2019 World Chess Software Champion”. And the current Komodo 14 has been clearly improved over its predecessor!

It is delivered with two versions of the ee: the playing strength of the standard version is somewhat stronger than the “MCTS” version, so long as the ee only has to calculate one variation at a . If the number of variations is increased, however, the very much improved “MCTS” version is your first choice!
– Minimum: Dual Core, 2 GB RAM,

– Windows 7 64bit oder 8.1 64bit,

– DirectX11, graphics card with 256 MB RAM

– Windows Media Player 9
– PC Intel i5 or AMD Ryzen 3 (Quadcore)

– 8 GB RAM, Windows 10 with 64-Bit (current version)

– Windows Media Player 11

– English, German, French, Spanish, Italian, Nederlands, Polska, Czechia

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