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Fairy-Stockfish supports configuration of chess variants at runtime, and it also has bindings for Python (pyffish) and Javascript (ffishjs) which can be used as libraries for chess variant game logic. E.g., PyChess has very few game logic built in, and uses both bindings in backend and frontend for the variant rules. If you do not want to build something on ...


I believe that we can "visualize" the space, as the area of the board that is available to each player to safely maneuver their pieces because it is the area they control. In my opinion, an easy way to count how much space corresponds to each player is to add the squares behind the pawn lines in which the pieces of their color can move, plus the ...


It's possible, e.g. [FEN "2Q4k/2R4b/8/8/8/8/K7/8 b - - 0 1"] 1...Bg8+ 2. Ka3?? 1/2-1/2


I don't know how to play Go at all, but the paper wrote: History features Xt, Yt are necessary, because Go is not fully observable solely from the current stones, as repetitions are forbidden For chess, I'm unable find any mention about it in the paper other than: Unless otherwise specified, the training and search algorithm and parameters are identical ...


That's a bit like asking a congregation of people "is everyone here?" and expecting an accurate answer. There may very well be chess engines that are optimized to fly under the radar of the cheat detection algorithms used at the major sites. But those are not the ones that get exposed and therefore they are not well known.


Some of those things are possible in theory. Especially if you have a good idea what an engine-detector is looking for, you could maybe do some machine-learning training of algorithm against algorithm until you had one that could make good moves that didn't get detected as different from a given player's normal play. But that would require someone to be ...


With the proliferation of machine learning systems and excess processing power, once you have enough play data, you can use readily accessible machine learning algorithms to determine a player's playstyle, and compare their moves against chess engine playstyles. The exact mechanism and detail are university-level courses, so that isn't something I can ...


One very obvious indication for people using engines is, that they need roughly the same time for every move (usually about 5s in blitz games), even for the most obvious ones, which could be premoved. They also have much worse ratings in faster time controls (bullet). One example:


Engines have no concept of natural moves and they have no fear. An engine will play for the most advantage, not for the most manageable advantage, even if it allows a fierce attack, because it sees that the attack does not work, while a human would probably prevent an attack and settle with a smaller, but practical advantage. "Randomly" picking ...

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