An engine with a high search depth makes great moves most of the time, but one with a low search depth makes really weirdly bad moves because it misses trivial combinations that go a bit deeper than it looks. So low-difficulty chess programs tend to be very unsatisfying to play against.
Something I have always been interested in trying is writing a chess engine that makes human-like moves. So the evaluation function would try to emulate what a human would do, maybe with a few depths of evaluation, instead of playing accurate moves that never miss simple combinations.
Something I have always been interested in trying is writing a chess engine that makes human-like moves. So the evaluation function would try to emulate what a human would do, maybe with a few depths of evaluation, instead of playing accurate moves that never miss simple combinations.