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Work in Progress / Chess Encounter

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Crit
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Posted: 6th Jun 2006 20:05 Edited at: 19th Jun 2006 17:18
Chess Encounter

This game is a bit like the old DOS game "Battle Chess", except it is based in space and the pieces are robots. Whenever you move or take an opponents piece, the game animates the action in realtime 3D.

Artist: Alvarus
Programmer: Crit

Done:
Title Screen
Loading Bar
3D Mouse - Click anywhere on 3d chess board to move pieces
Mouse-over and Mouse-click states for the buttons
Click & Drag - Pieces can be dragged between 2D and 3D windows
Click and Drag moves 2D chess piece while animating 3D selection and targeting reticles
Pieces can only move to valid squares
Castle & En Passant Special moves function correctly
Checkmate & Stalemate Detection works
Moving pawn to end promotes to queen
Automatically saves the game on checkmate
2 Player Hotseat mode
2 Player Client/Server mode
Simple network Chat
3D Camera Selection
Choose 2D or 3D view for main screen.
AVI Animations for Targeting and Comm Windows
Fixed annoying white halo around large 2D chess pieces

Artificial Intelligence updates
- Computer calculates dynamic values for pieces.
- Enumerates pieces that are allowed to move
- One Player mode enabled - play against Artificial Intelligence
- Fixed a bug in which the computer tried to move pieces that had already been taken.
New:
- AI avoids putting its pieces in unnecessary danger
- When a checkmate is possible, AI recognizes and takes it
- AI won its first game against a human (human had never played chess before)

To Do:
Sound & Music
Let player promote pawn to any piece
Reduce Poly count on models to improve limb performance
Animate models - I plan on moving the limbs direclty from darkbasic here. I have a test with one model working, but it slows to a crawl when all the models are on screen.
Apply shaders to models. We have some good tests working with metal shaders.
AI - I could do some standard minimax functions, but I'm trying to go for something a little less artificial and more intelligent. I've got some good ideas for this, but they're not implemented yet.
Timed Game modes
load/view game
import/export .pgn files
Timer based movement

We will put a demo up sometime. Right now its about 70MB, so we'll have to eliminate some of the AVIs and make all the BMPs into JPGs.





Big Man
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Posted: 6th Jun 2006 20:11
Wow, now I dont really like chess that much as a board game but this game really looks worth while playing.

Well done man.

Cheers

BM

Our aim is to keep the loo's clean, your aim can help.
Opposing force
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Posted: 6th Jun 2006 20:20
WOW, I am impressed. You have actually managed to code a chess game!

visit http://teammegabasic.proboards59.com/index.cgi for Felony Rise discussion
Alvarus
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Posted: 6th Jun 2006 20:26 Edited at: 6th Jun 2006 23:42
Thanks!

Diggsey
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Posted: 6th Jun 2006 20:45
You may find the AI VERY difficult, but it's looking superb so far

There are three types of people, those that can count and those that can't.
Pincho Paxton
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Posted: 6th Jun 2006 20:50 Edited at: 6th Jun 2006 20:51
Clever how you move the 3D window around, and replace it with 2D, never thought of that before. Looks really good. You can probably program it to beat me in about 20 lines of code.

Edit: I might put that window idea in my greyhound game.

Alvarus
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Posted: 6th Jun 2006 21:24
Quote: "You may find the AI VERY difficult, but it's looking superb so far"


Luckily the network code is implemented. And luckily AI isn't my department in this project!
Thebeely
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Posted: 6th Jun 2006 23:16
WOW! That really looks amazing!


Kenjar
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Posted: 7th Jun 2006 20:43
Reminds me of the old BattleChess games. I'm a big chess fan, I look forward to seeing this progress.

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Alvarus
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Posted: 8th Jun 2006 15:35 Edited at: 8th Jun 2006 15:37
Howdy! I've been playing with the Nvidia metalRefl shader and the ATI CubeMapGen program. Apologies for the n00b blue background.

I'm leaning toward the lower mip-map cube map because it looks more metallic and less like polished chrome. Especially when the object is in motion.

If it's not too computationally expensive, I might go with Kr<=.4 and a bloom shader.



Pincho Paxton
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Posted: 8th Jun 2006 17:05
Wow! The models are great up close!!!

Crit
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Posted: 9th Jun 2006 21:19 Edited at: 9th Jun 2006 21:46
We're still having problems with limb framerate. Any guidance on this issue would be GREATLY appreciated. Please view (and reply to) our question here:
http://forum.thegamecreators.com/?m=forum_view&t=80272&b=1

Also, the first post on this thread has new updates on our progress.

Darth Vader
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Posted: 10th Jun 2006 06:34
Oh this looks great! I am a huge chess fan and was atually consdiering buying a new chess program (I still have Battle Chess!) but I think I will wait for this!
Keep up the good work!


I have the longest Biog under my profile button!
"You don't know the power of Dark Basic Pro!"
-Darth Vader-
Kenjar
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Posted: 15th Jun 2006 15:37
Will there be a manual mode in this game? I ask because I have three chess boards setup, and I play with various people over e-mail. They send me a move, I move the peice, then consider my move (often over a day or two) and e-mail my own move back. If you had the ability to save "e-mail" games, that would be very useful.

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Crit
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Posted: 15th Jun 2006 16:28
I was planning on having a mode in which users could play email chess, but both users would need the program. Is that what you're looking for, or would you like to see a pure manual mode that just saves the game state?

In the mean time, I've been using this web site to play email chess:

http://www.postcardchess.com/ccard.html

Keemo1000
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Posted: 21st Jun 2006 23:09
Its Awesome

Awesome Idea
Fanatastic Game Play


Keep it up, dont worry ill play it even if its 70mb



The New Generation Of Game Development. Coming Soon!
The crazy
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Posted: 22nd Jun 2006 01:02
Congrats. A chess game seems haaaard to program

Alvarus
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Posted: 28th Jun 2006 16:10
If A.I.s could cry...

Crit's AI handily spanked the Mobile Chess AI (easy mode) on my Samsung phone. The defeat was particularly humiliating because Crit's AI doesn't necessarily value quick wins; it scoured the board of all but one of the opponent's pieces (save the king) and only lost one piece itself.

To be fair, the Mobile Chess AI on easy mode is profoundly stupid. Still, this win is a step in the right direction and the title of dumbest chess AI on planet Earth is no longer held by Chess Encounter.

In 3d news, I've begun disassembling the chess models in Blender and reassembling them using glue object to limb in DarkBasic. Most of the joints don't require mesh deformation (robotic pieces...). The frame rate is back up to a respectable level.

Crit
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Posted: 30th Jun 2006 06:21
Demo time!!!

This demo doesn't have any of the 3D models in it, and it's limited to AI play only. Please play, and tell me what you think of the AI - whether you felt it would be a good version to use for beginner mode or if it is good enough to be considered intermediate mode.

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lower logic
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Posted: 30th Jun 2006 07:22 Edited at: 30th Jun 2006 07:23
Really nice demo. I played several times, but just couldn't beat the AI. I think it should be intermediate, but then again I probably play chess once a year. Whatever you decide, I think you could have an easier setting for people that like to play chess every once in a while but aren't very good (like me). I look forward to the next demo and playing in 3D .
Pincho Paxton
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Posted: 30th Jun 2006 09:50
I'll try it....Downloading now.

Lost in Thought
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Posted: 30th Jun 2006 09:52 Edited at: 30th Jun 2006 13:06
Beats me 2 out of 3. Pretty good. It silent crashes sometimes though

[edit] Lost one time due to it giving me a queen automatically upon pawn hitting other side. You need to be able to pick the piece you want.

Also it is quite easy to trap the AI by giving up higher valued pieces. It seems to take them blindly.

[edit] NM I can beat it every time now. God I was rusty. I need to start playing again. Haven't played in a couple of years. How many levels of hardness are you going to add?

Crit
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Posted: 30th Jun 2006 15:20 Edited at: 30th Jun 2006 15:49
Yeah, I know about the crashing . I think I'm going out of the array bounds somewhere in the ai code. Being able to pick the piece for pawn promotion is on my "to do" list. As far as levels of difficulty, now I'm thinking about making it a sliding scale. You pick a number n from 0 to 100. Then it scores all of its possible moves, and picks one randomly that is in the nth percentile.

CHESS ENCOUNTER
Demo
WIP
Cash Curtis II
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Posted: 30th Jun 2006 16:07
Quote: " NM I can beat it every time now. God I was rusty. I need to start playing again. Haven't played in a couple of years. How many levels of hardness are you going to add?"


That's just because you're a freaking genius. Can't blame the computer for that, can we?


Come see the WIP!
Lost in Thought
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Posted: 1st Jul 2006 12:00
Quote: "You pick a number n from 0 to 100. Then it scores all of its possible moves, and picks one randomly that is in the nth percentile."


That seems like a pretty easy AI fix. I don't see how this will help against the sacrificing of higher values pieces to win. I can set it up to where I can give up my queen and rook (back to back) and it takes them every time. Then I just bring in my bishop, night, or other rook to checkmate depending on the rest of the board. How about making it adjust the number of moves ahead to calculate in each possible move to check against checkmate or lost queen and etc.

Quote: "That's just because you're a freaking genius. Can't blame the computer for that, can we?"


I'm not really all that smart. It just seems as though I have done everything in this life before and I sort of remember how I done it last time. This leads me to believe in 1 of 2 possibilities:

1) We really can predict the future (too bad mine is on really short time scale ahead ... about a 1 min window).

2) Re-incarnation exists in some form or another and our memories can be jogged into remembering our past. I get deja vu constantly.

And lots of computers (and people) beat me at chess.

Alvarus
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Posted: 1st Jul 2006 18:25
Right now the AI is only checking the best current move, it's not looking ahead at all. So it doesn't see forks coming, it doesn't see consquences of taking a sacrificed piece, etc.

Crit has a few more tweaks to make to the AI before he adds another ply. Watch out when that happens.

@Lost in Thought: I consider the postcard chess AI difficult. Can you give it a shot and rate it for me? Crit's goal is to have his AI hold its own against that AI.

http://www.postcardchess.com/computerchess.html

Lost in Thought
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Posted: 2nd Jul 2006 05:45
That ai is pretty good. I only played one game and it beat me. It is way to slow and jumpy to play though. It is very hard to see the movements.

Diggsey
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Posted: 2nd Jul 2006 12:48
Very cool, but couldn't you make it play automatically instead of you keep having to click that button. Or have a time delay or an option to turn it on and off.

There are three types of people, those that can count and those that can't.
UFO
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Posted: 2nd Jul 2006 17:05
This is amazing. Nice job, can't wait. Good luck

Alvarus
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Posted: 3rd Jul 2006 15:27
@Lost in Thought: Okay, thanks for the confirmation.

@Diggsey: Thanks for the compliment!

Re: the complaint, Isn't chess the first turn based strategy game? Clicking the turn button is kind of like smacking a timer to end a turn during chess tournaments. Though I suppose it could be an option to have the turn end when you let go of the mouse button (piece). But then you'd be forced to use click-and-drag to move pieces...anyway, I think I'll defer to Crit on this one.

There will eventually be timed modes. Probably something like this:
http://en.wikipedia.org/wiki/Blitz_chess

Alvarus
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Posted: 4th Jul 2006 06:21
Random update: Remodeled pawns with Nvidia metal and glass shaders.

The flares don't always turn to face the camera. Kind of peavish. I'll try to figure that out tomorrow.

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Lost in Thought
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Posted: 4th Jul 2006 09:05
I like having to click turn. It lets you see the board and undo if necessary. You also need to work on the stalemate ai as well. I can stalemate it quite easily even if it has a queen and 3 pawns which should be very easy for it to win.

Alvarus
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Posted: 4th Jul 2006 16:03
Probably just a tweaking of the piece values. If the AI thinks it has no chance of winning it's new goal becomes reaching a stalemate...and it's good at getting it.

Crit
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Posted: 5th Jul 2006 15:38
Quote: "That seems like a pretty easy AI fix. I don't see how this will help against the sacrificing of higher values pieces to win. "


It won't. I'm going to add checks to the AI to make it more difficult, then the user will be able to scale it back. Truth be told, the AI is extremely simple at this point. I'm actually surprised that it can play as well as it does. It avoids losing high value pieces to lower ones, then tries to maximize the enemy pieces who are in danger, and put pressure on the king. Often, it only narrows the choice down to 10 or 15 moves, then picks randomly from that set. When I add more checks, it should be much more difficult. But that will not happen for a while - I'm turning my focus to 3D animation so we can have a complete game

CHESS ENCOUNTER
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Lost in Thought
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Posted: 6th Jul 2006 07:48
Sounds great. It plays around an entry level or close (maybe a little better as it doesn't just overlook open moves) now. I'm not much better than entry level I guess. I have never been scored. Looking forward to playing the newer versions of the AI.

Tachyon
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Posted: 6th Jul 2006 12:44 Edited at: 6th Jul 2006 12:49
I got playing it, I was amused when it's first move actually wasn't H5. Anyway, I won it first time and now I win it all the time. I haven't played chess for ages (5 years?), but when I did, I was good at it.


The AI is fairly good at basic playing, but it misses some strategy elements. Especially the middle and ending games need some tuning. It makes useless waiting moves when it is time to develop pieces, It changes its pieces when it's beginning to lose and it doesn't seem to have a plan, instead it focuses on moving one or two pieces. There are other things like it doesn't seem to figure out the opportunity to take control of open lines etc, But it is better than I ever thought. Maybe you could play it against Fritz and look what rating it gets, my was something around 1850 when I played ages ago.

If you implement time modes, 1 minute and 30 second mode is a must.

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UFO
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Posted: 6th Jul 2006 14:55 Edited at: 6th Jul 2006 14:57
I never noticed the demo

I won real easy. The game has ALOT of ai problems. I will show you some of them in a little bit. Cool gui and graphics though. When the ai gets fixed, this game will become a must play.

I suggest keeping this ai and having it as the easy level.



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Crit
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Posted: 6th Jul 2006 15:08 Edited at: 6th Jul 2006 15:11
Do you guys play on the tiny board?!? Click on the 2D/3D button on the top right and it will maximize the board. Thanks for the input on the ai though. Maybe I'll go through one more round of ai upgrades before I move on to other parts of the game

[Edit]P.S., even though there are no 3D pieces in the demo, you can still try out the 3D mouse[/edit]

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Lost in Thought
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Posted: 6th Jul 2006 19:45
I find it easier to play with the smaller board. Seems too nearsighted on the big 2d board. Should be fine with the big 3d board though. Plus you have to go to the small board to click turn.

Lost in Thought
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Posted: 21st Jul 2006 13:48
Found a bug with the pawn movement of the AI. It made an illegal capture. On his end of the board (his pawn was 1 square advanced), my pawn was right beside his (after capturing his knight), and he captured it by moving one quare past and diagonal to it.

Screen made by me in paint as I tried many times and computer wouldn't cooperate in resetting up the bug is attached.

Step by step movents were: He moved his knight into place (to block a check). My pawn was 1 quare behind from being able to attack his knight so I moved it up one square (so I could attack it next turn). He moved another of his pieces (queen I think but was unrelated to this bug, he couldn't move his knight without putting his king in check). I attacked his knight with my pawn. He attacked my pawn with his pawn moving his pawn to the square with the X on it. I think it is a flaw in the En passant part of the AI as it acted sort of like how you would attach with it. En passant does work though as I have tried it a couple of times, I just haven't fully tested it.

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Crit
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Posted: 21st Jul 2006 16:59
Thanks Lost in Thought. I would have never seen that bug in a million years. It is indeed a bug with the en passant code, and should be easy to fix. I haven't had time to work on the game in a few weeks. I'll try to start up again soon.

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Drac
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Posted: 22nd Jul 2006 02:43 Edited at: 23rd Jul 2006 07:00
Aww, man... I wanted to do a chess program, lol. Guess someone was bound to do it before me, lol.

[edit] Can't wait til the ai gets better. As is, it's too easy.



Do, or do not. There is no try.
-Yoda

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Lost in Thought
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Posted: 28th Jul 2006 13:45 Edited at: 28th Jul 2006 13:48
Yeah it is quite easy now, but I'm sure it'll get better. It's a really good start. I just wonder why it tries to go for stalemate when it could checkmate alot of times 0_o I can do this most of the time (had 8 queens one time, I can't get 9 yet):



I'm looking forward to test the ai later on

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Diggsey
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Posted: 28th Jul 2006 17:55
I was finally about to beat it, when I got an error at line 2203. It was that error about array subscript out of bounds. I had 2 queens+king he had only his king. My king was out of the way, and I tried to push the other king out of the way. One of my queens was on the fourth column, the other on the third. I think that I may have stalemated him by accident. He was on the second column.



I couldn't get a screen, because the thing closed instantly

There are three types of people, those that can count and those that can't.
Crit
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Posted: 28th Jul 2006 20:36
Hmmm. That happened to Alvarus once but we couln't recreate the scenario. I'm having my house painted, so my computer is under a pile of furniture in the middle of a room right now. In a week or 2 when everything is finished and my house is back in order, I'll get back to AI issues. My main problem is trying to selectively look several moves ahead. Right now the AI is extremely fast, which I like. Making it think ahead gets really slow, really quickly.

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sneaky smith12
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Posted: 29th Jul 2006 04:22
Lol i dilberatly tried to lose, and instead of killing me it stalemated me

If at first you dont succeed, LOWER YOUR STANDARDS.
Lost in Thought
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Posted: 29th Jul 2006 11:57 Edited at: 2nd Aug 2006 18:03
Yeah it knows the 2 and 4 move checkmates though (sometimes).

[edit] It seems you can't have more than 8 queens. As soon as I get the 8th and move it, It crashes with an array out of bounds error. Has happened ever single time so far.

sneaky smith12
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Posted: 3rd Aug 2006 15:22 Edited at: 3rd Aug 2006 15:40
Quote: "
Yeah it knows the 2 and 4 move checkmates though (sometimes)."

explain then 2 move checkmate plz...
I dont think thats possible unless the opponent really screws up

Quote: "Right now the AI is extremely fast, which I like. Making it think ahead gets really slow, really quickly.
"


Have you ever thought about making it start eliminating moves on the opponents turn. I use this stratagy in real life and it works really well. You can get rid of over half of the useless moves and then all you have to worry about is what you would do in response.

Although then again your AI isn't a brain so it might not be possible to think like me

If at first you dont succeed, LOWER YOUR STANDARDS.
Crit
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Posted: 3rd Aug 2006 16:58
There is no 2 move checkmate. The shortest possible is 3 moves, which is called a foolsmate.

Quote: "Have you ever thought about making it start eliminating moves on the opponents turn. I use this stratagy in real life and it works really well. You can get rid of over half of the useless moves and then all you have to worry about is what you would do in response."


The thought crossed my mind, but the numbers seem to grow so fast that it doesn't seem practical (maybe my logic is flawed though).

Assuming each turn has 30 valid moves and the computer can easily discard 10 moves, that makes it check 20 moves per ply. If it starts one ply early, it has to try to predict what move the opponent might make, leaving about 20 possibilities. So this is how many moves it would have to consider:

without thinking during opponents turn
1. 0 (think during opponent's move)
2. 20 (consider ai's move)
3. 400 (think 1 move ahead)
4. 8,000 (think 2 moves ahead)
5. 160,000 (think 3 moves ahead)

with thinking during opponents turn
1. 20 (think during opponent's move)
2. 400 (consider ai's move)
3. 8,000 (think 1 move ahead)
4. 160,000 (think 2 moves ahead)
5. 3,200,000 (think 3 moves ahead)

My code is too slow to even try to think 2 moves ahead, so I'm going to try to compensate with better pattern recognition.

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Lost in Thought
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Posted: 4th Aug 2006 12:00 Edited at: 4th Aug 2006 12:03
Quote: "explain then 2 move checkmate plz...
I dont think thats possible unless the opponent really screws up"


You have to be black to do it in 2. Screen attached of computer doing it.



Quote: "There is no 2 move checkmate. The shortest possible is 3 moves, which is called a foolsmate."


Incorrect as stated above. Though you do have to screw up royaly.

[edit] Also you can beat the computers ai in 6 moves every time.

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