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Show HN: Sameshi – a ~1200 Elo chess engine that fits within 2KB

230 points| datavorous_ | 15 days ago |github.com

I made a chess engine today, and made it fit within 2KB. I used a variant of MinMax called Negamax, with alpha beta pruning. For the board representation I have used a 120-cell "mailbox". I managed to squeeze in checkmate/stalemate in there, after trimming out some edge cases.

I am a great fan of demoscene (computer art subculture) since middle school, and hence it was a ritual i had to perform.

For estimating the Elo, I measured 240 automated games against Stockfish Elo levels (1320 to 1600) under fixed depth-5 and some constrained rules, using equal color distribution.

Then converted pooled win/draw/loss scores to Elo through some standard logistic formula with binomial 95% confidence interval.

70 comments

order

sireat|15 days ago

This is very cool and having stalemate is nice, however how much space would it take to implement the full ruleset?

As you write: not implemented: castling, en passant, promotion, repetition, 50-move rule - those are all required to call the game being played modern chess.

I could see an argument for skipping repetition and 50-move rule for tiny engines, but you do need castling, en pessant and promotion for pretty much any serious play.

https://en.wikipedia.org/wiki/Video_Chess fit in 4k and supported fuller ruleset in 1980 did it not?

So I would ask what is the smallest fully UCI (https://www.chessprogramming.org/UCI) compliant engine available currently?

This would be a fun goal to beat - make something tiny that supports full ruleset.

PS my first chess computer in early 1980s was this: https://www.ismenio.com/chess_fidelity_cc3.html - it also supported castling, en pessant, not sure about 50 move rule.

dmurray|15 days ago

ToledoChess [0] has a few implementations of this in different languages. Some highlights:

2KB of JavaScript with castling, en passant, promotion, search and even a GUI

326 bytes of assembly, without the special rules

I don't think the author has a UCI-compliant one, but it should be easier than the GUI. There are forks of the JS one that might do it.

[0] https://nanochess.org/chess6.html

jll29|15 days ago

Cool project. You could also use the front-end of GNU chess to save some lines, and implement only a back-end.

Bug report:

    a b c d e f g h
  8 r n b q k b n r 8
  7 . . p p p p p p 7
  6 . p . . . . . . 6
  5 p . . . . . . . 5
  4 P . . P P . . . 4
  3 . . . . . . . . 3
  2 . P P . . P P P 2
  1 R N B Q K B N R 1
    a b c d e f g h
  move: b2b3
  ai: b6b4
The pawn is not permitted to move two fields after it has already beeen moved once before: b6b4 isn't a valid move after b7b6. (First moving two fields, and then one would have been okay, in contrast.)

datavorous_|15 days ago

Thanks for pointing it out! I will try to patch it.

Appreciate you taking the time to test it.

lekevicius|15 days ago

Do you think it would be possible to achieve 1:1 ELO:bytes? Even smaller, but can be less smart.

esafak|15 days ago

That's an awesome code golf challenge

datavorous_|15 days ago

maybe for very low ratings it's plausible? 1 elo per byte might happen in a tiny range but at a useful strength it would break fast, that's what i think

thomasmg|15 days ago

Cool! I just recently implemented a chess engine in ~400 (readable) lines, with all rules, first in Java and then ported to my own programming language "Bau" [1]. This is including a terminal UI. I'll measure the ELO, but I was never able to beat it :-) The castling moves are specially tricky to implement I think. I enjoyed the challenge as well.

[1] https://github.com/thomasmueller/bau-lang/blob/main/src/test...

ycombinatrix|15 days ago

How come there's no unsigned numeric types in Bau?

dfc|15 days ago

How many games did you have to throw away because stockfish wanted to castle? Or did you force stockfish to not castle? Castling seems like such a frequent move it is hard to draw any conclusions about the strength of an engine that does not support it.

datavorous_|15 days ago

zero games were thrown away for castling, because i forced stockfish not to castle (and not to play en passant/promotion) by filtering legal moves and only giving those filtered moves via root_moves

so every game stayed in the same no castling variant

and you're right, this rating is for that constrained variant, not full chess.

galkk|15 days ago

This is not chess, but something that allows to move chess pieces.

> Not implemented: castling, en passant, promotion, repetition, 50-move rule.

Mr_Minderbinder|15 days ago

I have been into computer chess for many years and I was fully expecting those concessionary statements. I have seen enough programs in this lucrative genre where a lot of attention can be gained by fraudulently claiming you implemented chess in a seemingly impossibly small size. When confronted, the charlatans will often claim senselessly that those omissions were in fact superfluous. This is a behaviour I have unfortunately also observed in other areas of computing.

If anyone reading this is interested in small and efficient chess programs that are still reasonably strong, there was a x86 assembly port of Stockfish called asmFish from a couple of years ago (the Win64 release binary was about 130KiB). Also see OliThink (~1000 LOC) and Xiphos which has some of the simplest C code for an engine of its strength that I have seen. I have not investigated the supposedly 4K sized engines that participated in TCEC too closely but from what I have seen so far it would seem that there are a few asterisks to be attached to those claims.

chvid|15 days ago

Cool that you could keep it under 2k but it would nice to have a readable version of the source code.

Do you work with it like this or do you have some sort of script you apply to get it down to a single line, single letter variable names?

noutella|15 days ago

What you’re describing is the typical output / function of a minifier

alansaber|15 days ago

The real fun would be reverse-engineering the minified code (there are loads of tools to do this for chrome extensions)

GeertB|15 days ago

How did you handle games where Stockfish would castle or promote?

datavorous_|15 days ago

i forced stockfish to play only non castling, non en passant, non promotion moves by filtering legal moves and passing only those as root_moves

also removed castling/EP rights from FEN

burstw0w|15 days ago

Good job! I love how you obfuscated your code, really in a spirit of FOSS!

y-curious|15 days ago

Coworker: “hey if you have a second, I have a one-liner PR open”

The PR:

recursive|15 days ago

You might have misunderstood the purpose of this.

bstsb|15 days ago

it’s minification, not obfuscation. the whole point of the engine is its small footprint

kachapopopow|15 days ago

need to start measuring these things in the size of compiled functions so we can stop looking at oneliners (maybe wasm since it has an easy to read text representation)

haute_cuisine|15 days ago

This is amazing! Thanks for sharing. What would be the elo gain for 4KB engine?

P.S. I assume 1200 elo in chess com scale (not lichess / fide elo) and bullet chess variant?

grumpopotamus|15 days ago

There is a TCEC category for 4k engines. The top ones are ~3000 Elo.

falsaberN1|15 days ago

Oh my god the source is so tiny! It's really hard to parse because of it being minified but I love it to bits.

dxxvi|15 days ago

I wonder how big 1300, 1400, ..., 2200 Elo chess engines are.

oh_my_goodness|15 days ago

If you ever spent much time at a chess club, you've seen why 2kB is a really disturbing number.

jqr-|15 days ago

I have not. Can you please tell me why?

newzino|15 days ago

The mailbox board representation is a good call for size-constrained engines. Bitboards give faster move generation but the manipulation code (shifts, masks, magic numbers for sliding pieces) eats a lot of bytes. With mailbox you just need offset tables and a sentinel check for board edges. Curious what your evaluation function looks like though. At 2KB you can't fit piece-square tables (that's 384 values minimum for both colors), so are you doing material-only eval or did you squeeze in some positional heuristics?

The gap between your 1200 Elo in 2KB and the TCEC 4K engines at ~3000 Elo is interesting. That extra 2KB buys a lot when it goes to better evaluation and move ordering. Even a simple captures-first sort in alpha-beta pruning costs only a few bytes of code but can roughly double your effective search depth.

TZubiri|15 days ago

Codex or Claude Code?

datavorous_|15 days ago

none.

scribbling long enough on a piece of paper is more enjoyable than prompting.

lyu07282|15 days ago

Isn't it bad enough they beat us at chess, do you have to make it even worse? ;p