Actual Checkers A description
Actual Checkers - You match your skill against a computer opponent in Standart Checkers (English Draughts)
Actual Checkers 2000 A will let you match your skill against a computer opponent in Standart Checkers (English Draughts).
The program contains powerful, self-learning algorithm of game and friendly interface so you'll find it's very to use..
- strong AI of computer opponent (depends on complexity level);
- self-learning;
- time control (time per game or time per move);
- opening book;
- endgame algorithms;
- different complexity levels;
- different play opponent: computer, another player or program play by itself;
- adjusted algorithm of game;
- different starting position on the board;
- complete set of commands over game process;
- recording game protocol;
- save/load game;
- save/load position;
- graphic representation of game statistics;
- modern, friendly and comfortable interface;
- selectable representation of all visual components to your taste;
- different sizes of the board and resizable windows;
- "compact mode" - display only board window;
- showing the moving course and animated move and capture;
- multilanguage support;
- install & uninstall support.
The Standard Laws of Checkers
1. Straight checkers, also known as English draughts, is played on the dark squares only of a standard checkerboard of 64 alternating dark and light squares, (eight rows, eight files) by two opponents having 12 checkers each of contrasting colors, nominally referred to as black and white.
(Serious checker players generally use red and white checkers, and green and yellow checkerboards. These colors have been designated as official by the American Checker Federation. In any case, colors of the checkers and the board should be different in order to provide good contrast, and especially to avoid such combinations as black checkers on black squares.)
2. The board is positioned squarely between the players and turned so that a dark square is
at each player's near left side. Each player places his checkers on the dark squares of the three rows nearest him. The player with the darker checkers makes the first move of the game, and the players take turns thereafter, making one move at a time.
3. The object of the game is to prevent the opponent from being able to move when it is his turn to do so. This is accomplished either by capturing all of the opponent's checkers, or by blocking those that remain so that none of them can be moved. If neither player can accomplish this, the game is a draw.
4. Single checkers, known as men, move forward only, one square at a time in a diagonal direction, to an unoccupied square. Men capture by jumping over an opposing man on a diagonally adjacent square to the square immediately beyond, but may do so only if this square is unoccupied. Men may jump forward only, and may continue jumping as long as they encounter opposing checkers with unoccupied squares immediately beyond them. Men may never jump over checkers of the same color.
5. A man which reaches the far side of the board, whether by means of a jump or a simple move, becomes a king, and the move terminates. The opponent must then crown the new king by placing a checker of the same color atop it. A player is not permitted to make his own move until he crowns his opponent's king.
6. Kings move forward or backward, one square at a time in a diagonal direction to an unoccupied square. Kings capture by jumping, forward or backward, over an opposing man or king on a diagonally adjacent square to the square immediately beyond, but may do so only if this square is unoccupied. Kings may continue jumping as long as they encounter opposing checkers with unoccupied squares immediately beyond them. Kings may never jump over checkers of the same color. They may never jump over the same opposing man or king more than once.
7. Whenever a player is able to make a capture he must do so. When there is more than one way to jump, a player may choose any way he wishes, not necessarily the one which results in the capture of the greatest number of opposing units. However, once a player chooses a sequence of captures, he must make all the captures possible in that sequence. He may not leave one or more checkers uncaptured that he could capture simply by continuing to jump.
A "huff" of a checker for failure to jump properly is not permitted as it was in the past. The incorrect move must be retracted, and a correct move must be made. If possible, the correct move must be made with the man or king originally moved incorrectly.
8. Time limits for play may be based on a fixed amount of time for each move, with less time allowed for situations in which there is one, and only one, capturing move possible, or on a fixed amount of time for a given number of moves, without regard to how much of this time is used on any one move.
When the latter method is used, and the given number of moves has been made by each player, with neither having used up the allotted time, an additional allotment of time and moves is given to each. This continues until the conclusion of the game. Unused time is retained when a new allotment is given. A player loses a game if his time expires before he has completed the required number of moves.
Limitations:
· adjusting of cache of game;
· save/load game;
· print moves;
· time control only 3 min/game or 3 sec/move;
· only human vs. computer available(and you are limited for adjustment of the computer opponent);
· position setup;
· view the made moves, take move back;
· editing, adding or deletion moves from book;
· compact mode"
Requirements:
· Windows 95/98/ME/2000/XP
· Pentium processor
· DirectX compatible video card with 16 MB
· 64 MB RAM or above.
· 10 MB free hard drive space.
· DirectX 8.1 or higher
· Sound card