Checkers is one of the games computers handle extremely well — it was weakly solved in 2007, meaning perfect play from the start is known to be a draw. The opponent here is far from perfect, but it does calculate, and it never breaks the capture rule.
What the levels do
| Level | Search depth | Behaviour |
|---|---|---|
| Beginner | 1 ply | Takes captures, sometimes plays randomly, misses two-for-one shots |
| Casual | 3 ply | Sees simple shots, defends single threats |
| Club | 5 ply | Finds most tactics, plays reasonable formations |
| Strong | 7 ply | Reads long forced sequences and sets traps |
Because forced captures narrow the tree so sharply, each ply in checkers reaches further than it would in chess. Seven ply against a casual player is genuinely difficult.
How to play against it
At beginner and casual, straightforward development and watching for two-for-one shots is enough. At club, you need to count exchanges to the end before every advance. At strong, you must also think about mobility and kinging races, because it will not blunder material.
Its evaluation
The computer values pieces, kings at roughly one and a half times a man, advancement toward kinging, the back row, and central position. It does not have deep positional understanding, which means its weakness is long-term squeezes rather than tactics.
Practically: you will not win by out-calculating it at club or above. You may win by playing for mobility and blocking, which its evaluation handles less well than material.
Play for the squeeze against strong
The engine defends material well and handles tactics cleanly. Restricting its mobility and winning on tempo is the more reliable route.
Exercises
- Shot hunting. Play at casual and look every move for a two-for-one. Do not advance until you have checked.
- Forced sequence drill. When you see a capture available, calculate the full chain of forced replies before moving. Verify by playing it out.
- Endgame practice. Play a game to a two-kings-against-one endgame and convert it. If you cannot, that is a technique gap worth closing.
- Defensive game. Play at strong and aim to draw rather than win. Checkers draws are respectable and the technique is different.
Using undo
Undo steps back past the computer's reply, returning you to the position you actually faced. The most useful moment to use it is immediately after losing material — go back one move and find what you were forced into, because that is the lesson.
Two-player mode
Switching to two players turns the engine off entirely. The compulsory capture rule is still enforced, which makes it a good way to teach someone — the board will only offer legal moves, so a beginner cannot accidentally break the most confusing rule in the game.