Tactical Minefield in Won Game

I played an interesting blitz game a couple nights ago against MadChess 3.0 Beta. The engine is strong enough for me to release it. Before I do, I’m improving features not related to maximizing engine strength. In fact, quite the opposite: I’m working on UCI_LimitStrength and UCI_Elo options that reduce the engine’s playing strength. This enables us mere mortals to configure MadChess for a more enjoyable game- competitive but with winning chances gifted to us by an engine purposefully playing inaccuracies and blunders. The game began as follows. Playing white, I develop my pieces. MadChess 3.0 Beta mindlessly pushes a… Continue Reading

MadChess 1.4 Released

I’ve added features to improve MadChess’ value as a sparring partner and analysis tool. I spent a lot of time implementing an algorithm that reduces the playing strength of MadChess. In chess GUIs that support the feature, MadChess will automatically adjust its playing strength to match the user. See the User Guide for details. Source code and EXEs available on the Downloads page. Added UCI_LimitStrength and UCI_Elo options. Added chess personalities from young child to expert. Added MultiPV (display multiple principal variations). Enabled PVS search for MultiPV or when ScoreError > 0. Do not reduce search horizon of pawn pushes.… Continue Reading