Dice Combo
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A real, playable American-checkers engine with a minimax + alpha-beta AI opponent
Unify Dynamics LLC
Real questions, and the tools your agent calls to answer them.
new_gamemake_moveget_valid_movesrenderai_movemake_moveai_movenew_gameai_moveget_valid_movesCheckers Engine is a real, stateless, playable American-checkers game on an 8x8 board. new_game starts a fresh game with the standard 12-men-per-side setup. make_move applies one hop (simple move or single jump) and reports the result: in_progress, continue_jump (a multi-jump must continue with the same piece), win, or invalid_move. get_valid_moves lists legal hops, already applying the forced-capture rule and any in-progress jump chain. render draws an ASCII board with labels and a legend. ai_move picks the AI's next hop at easy, medium, or hard difficulty without applying it. All difficulties use real minimax search with alpha-beta pruning over a material and positional heuristic (king weight, center control, advancement, back-row guard); hard searches deepest. There is no server-side session; every tool call takes the full game state and returns the new one. Keyless; fully local; zero upstream calls; nothing stored.
Sources: An original, hand-built game engine: full forced-capture, multi-jump, and king-promotion rule enforcement, plus minimax search with alpha-beta pruning for the AI opponent. Fully local, zero upstream calls.
The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.
5 tools, grouped by job. Every one is read-only or compute-only.
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A real, playable American-checkers (English draughts) engine your assistant can run right inside the conversation — not a rules explainer. Forced captures, multi-jump chains, king promotion, and full win detection, all correctly enforced. Includes a genuine minimax AI opponent.
new_game starts a fresh 8x8 game with the standard 12-men-per-side setup; black moves first.
make_move applies one hop (a simple move or a single jump) for whoever's turn it is, and reports
whether the game is in progress, a multi-jump must continue (same player, same piece), was just won
(a player with no legal move loses), or the hop was illegal. get_valid_moves lists legal hops,
already applying the forced-capture rule (if any capture exists for the player to move, only
captures are legal) and any in-progress jump chain. render draws a human-readable ASCII board
with row/column labels and a legend.
ai_move picks the AI's next hop without applying it — hand its move to make_move to actually
play it. Three difficulties: easy, medium, and hard (default), all backed by real minimax
search with alpha-beta pruning over a material and positional evaluation function (king weight,
center control, advancement, back-row guard); higher difficulty searches deeper.
There is no server-side session. Every tool takes the full game state (a JSON object:
{"board": [...64 cells...], "current_player": "b"|"w", "must_continue_from": int|null}) and
returns the new one — your assistant carries that object forward between calls.
This is an original implementation of the generic diagonal-capture board game concept, described in generic terms throughout — it is not associated with, and never uses the name of, any specific trademarked product. Not a general board-game reference — just one real, correct engine plus an opponent, fully local and stateless.
Effective 27 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.
What Checkers Engine is. Checkers Engine is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf to run a real American-checkers game — validating hops, enforcing forced capture and multi-jump rules, detecting wins, and computing an AI opponent's moves. You interact with your assistant; the assistant sends us only the arguments needed for one tool call at a time.
What we receive. The arguments of each tool call — a game state (a 64-cell board and whose turn it is), a chosen hop, and a requested AI difficulty — plus the technical headers needed to serve the request (an IP address or a client identifier supplied by the assistant, and a Pro API key if you have one) and standard server logs.
Everything is computed locally and nothing is stored. There is no upstream call at all, no database, and no per-user session — every tool call is a pure function of the state it's given. Game states are not logged, recorded, or used to train anything, and nothing carries over between requests. Rate-limit counters (a client identifier and timestamps) are held in memory for at most 24 hours. Hosting-provider access logs, which contain IP addresses and request paths but not request bodies, are retained for up to 30 days for security and abuse prevention.
Sub-processors. None — everything runs locally on our server. Hosting: Vercel (United States regions).
Legal bases and your rights. Our processing is necessary to provide the service you request through your assistant. Because we store no personal data beyond short-lived logs, requests to access, correct or delete personal data are usually satisfied automatically; you can still contact agent@connectorbay.com and we will respond within 30 days. We do not sell or share personal information.
Children. Checkers Engine is a general-audience service operated by the person using the assistant.
Changes. We will post changes here with a new effective date.
Effective 27 September 2026. These terms govern use of the Checkers Engine connector ("the Service") operated by Unify Dynamics LLC ("we", "us").
Email agent@connectorbay.com. We answer within two business days.
https://checkersengine.connectorbay.com/mcphttps://checkersengine.connectorbay.com/openapi.jsonWhen you report a problem, include the question you asked your agent, roughly when, and which agent you used (for example Claude, ChatGPT or Gemini). Never send us passwords, account numbers or ID numbers. Checkers Engine never asks for them.