AAA | USI_Hash | 16 | Amount of memory (in megabytes) the engine uses to “remember” positions already analyzed. The higher it is, the stronger the engine becomes. | 4 |
AAA | USI_Ponder | False | If True, the engine keeps thinking even while you’re moving. This makes it stronger. False makes it more “human,” because it doesn’t analyze during the opponent’s turn. | False |
AAA | Threads | 4 | Number of “parallel processes” the engine uses to think. More threads = faster calculations and greater strength. | 1 |
| Stochastic_Ponder | False | Adds a bit of randomness during the “anticipatory” (ponder) calculation. If True, the engine may choose less predictable moves. It doesn’t always mean it becomes weaker, but it can make its behavior less “linear.” | False |
AAA | MultiPV | 1 | How many main lines (variations) are analyzed simultaneously. 1 = focuses on a single line; higher values = broader analysis. | 1 |
| NetworkDelay | 120 | A fictitious delay (in milliseconds), usually used in online matches to simulate network latency. It doesn’t significantly affect playing strength. | 120 |
| NetworkDelay2 | 1120 | A second “virtual” network delay. This also does not directly affect the engine’s strength. | 1120 |
AAA 🙁 | MinimumThinkingTime | 2000 | The minimum time (in milliseconds) the engine waits before moving. High values make it more accurate (because it calculates more), while low values make it faster but less precise. | 500 |
AA | SlowMover | 100 | A “slowdown” percentage for calculations. The higher it is, the more time the engine spends thinking, often finding stronger moves. | 200 |
| MaxMovesToDraw | 0 | If > 0, after a certain number of moves, the game is declared a draw. With 0, it’s disabled and the game continues normally. | 0 |
AAA | DepthLimit | 0 | The maximum depth of analysis (0 = unlimited). Lowering it (e.g., to 5) reduces how far ahead the engine looks, making it more “human” and weaker. | 5 |
AAA | NodesLimit | 0 | The limit on the number of positions analyzed (0 = no limit). A lower value (e.g., 3000) makes the engine weaker. | 3000 |
| EvalDir | | Indicates the folder or file for evaluation data. “” means the engine uses built-in data. Normally, you don’t need to change this. | |
| WriteDebugLog | False | If True, creates log files to analyze the engine’s behavior (useful for developers). It doesn’t affect gameplay. | False |
| GenerateAllLegalMoves | False | If True, it generates all legal moves (a debug option). Normally not needed. | False |
| EnteringKingRule | CSARule27 | Determines how to handle the special rule of the “King entering the opponent’s area” (nyuugyoku). | CSARule27 (standard) o NoEnteringKing (più semplice) |
| | | - NoEnteringKing: No special rule is applied. | |
| | | - CSARule24 / CSARule24H: Variations of rule 24. | |
| | | - CSARule27 / CSARule27H: More recent variations (27). | |
| | | - TryRule: Another particular mode. | |
| ThreadIdOffset | 0 | A technical parameter for assigning thread IDs. It doesn’t affect playing strength. | 0 |
BBB | LargePageEnable | True | If True, uses a “special” large-page memory mode to speed up calculations. Not all PCs support it. If disabled, the engine is slightly slower (thus weaker). | False |
AAA | USI_OwnBook | True | If True, the engine uses its own opening book (pre-studied initial moves). This makes it stronger in the opening phase. | False |
A | NarrowBook | False | If True, the opening book is “narrow,” meaning fewer variations. A narrow book makes the opening less strong and more predictable. | True |
A | BookMoves | 16 | The maximum number of moves the engine will follow from its opening book. The higher it is, the more “predefined” moves are used. | 8 |
B | BookIgnoreRate | 0 | The percentage of times the engine deliberately ignores the opening book. 0 = it always follows the book. | 30 |
| BookFile | no_book | Name of the external opening book file. “no_book” means there is no dedicated file. If USI_OwnBook is True, there may still be an internal book. | no_book |
| BookDir | book | The folder where the opening book file is searched for (if present). | book |
BBB | BookEvalDiff | 30 | The threshold of evaluation difference among book moves. The higher it is, the more the engine may choose moves with different (and sometimes less optimal) evaluations. | 50 |
| BookEvalBlackLimit | 0 | The minimum evaluation value (for Black) to use a book move. If negative, the engine accepts moves even if they are less favorable. | 0 |
| BookEvalWhiteLimit | -140 | The minimum evaluation value (for White) to use a book move. The higher it is, the more selective the engine becomes. | -140 |
A | BookDepthLimit | 16 | The maximum depth of book moves (how many “predefined” moves it can follow). | 8 |
| BookOnTheFly | False | If True, the engine updates/creates the book while playing (self-learning). Usually not needed for casual play. | False |
| ConsiderBookMoveCount | False | Previously called “ConsiderBookMoveCour.” If True, the engine pays more attention to certain book moves. Not always necessary for normal play. | False |
A | BookPvMoves | 8 | How many “principal variations” (PV) the engine considers from the book. The higher it is, the more opening choices. | 4 |
| IgnoreBookPly | False | If True, the engine stops using the book after a certain number of half-moves (ply). | False |
A | SkillLevel | 20 | Overall skill level (the higher, the stronger). Not all engines handle this the same way, but lowering it usually weakens the engine. | 10 |
| DrawValueBlack | -2 | The value the engine assigns to a draw from Black’s perspective. Negative values mean the engine prefers winning over drawing. | -2 |
| DrawValueWhite | -2 | The value the engine assigns to a draw from White’s perspective. | -2 |
| PvInterval | 300 | How many milliseconds pass before the engine updates its “main move” (PV) while calculating. It doesn’t change strength, only how often analysis is shown. | 300 |
BBB | ResignValue | 99999 | The threshold above which the engine resigns. Such a high value means it almost never resigns. If you want it to resign when heavily behind, lower this value. | 30000 |
| ConsiderationMode | False | If True, the engine keeps analyzing even when it’s paused. It doesn’t greatly affect strength but uses more resources. | False |
CCC | OutputFailLHPV | True | If True, also shows analysis lines that are not the main line (a debug option). It doesn’t change strength but can be confusing if you don’t know how to interpret them. | False |
| FV_SCALE | 24 | The scale of evaluation scores (doesn’t affect strength, only how the values are “displayed”). | 24 |