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183•hisamafahri•3h ago•57 comments

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44•minimalthinker•1h ago•20 comments

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

https://github.com/datavorous/sameshi
80•datavorous_•2h ago•33 comments

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123•saswatms•7h ago•101 comments
Open in hackernews

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

https://github.com/datavorous/sameshi
80•datavorous_•2h ago
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.

Comments

chvid•2h 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•2h ago
What you’re describing is the typical output / function of a minifier
alansaber•2h ago
The real fun would be reverse-engineering the minified code (there are loads of tools to do this for chrome extensions)
TZubiri•1h ago
not lossless
GeertB•2h ago
How did you handle games where Stockfish would castle or promote?
datavorous_•2h 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

lekevicius•2h ago
Do you think it would be possible to achieve 1:1 ELO:bytes? Even smaller, but can be less smart.
datavorous_•1h 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
iterance•45m ago
What's the snallest possible program that accepts a chess board state and prints any legal move? True randomness may only have a couple hundred ELO, but then, that's pretty big for golf
esafak•44m ago
That's an awesome code golf challenge
TZubiri•1h ago
Codex or Claude Code?
datavorous_•1h ago
none.

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

semi-extrinsic•53m ago
a thousand times this.
haute_cuisine•1h 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•1h ago
There is a TCEC category for 4k engines. The top ones are ~3000 Elo.
sigmoid10•1h ago
It's wild to think that 4096 bytes are sufficient to play chess on a level beyond anything humans ever achieved. Makes you think what other difficult tasks are out there that take even highly gifted humans years or decades to master, but a superior algorithm would more or less fit into one of those big QR code formats.

These things always make me think back to Westworld season 2, where the finale revealed that human minds are much simpler than they themselves believe and fit completely into an algorithm that could be printed in an average book.

kevmo314•1h ago
The core search algorithm is very simple though. 4KB engines may not run that fast if they do exhaustive search, but they’ll be quite accurate.

According to TCEC the time control is 30 mins + 3 sec, that’s a lot of compute!

sigmoid10•59m ago
If you look at the current winner [1], it does a lot more than just brute force tree search. The space state for chess is simply too big to cover without good heuristics. Deep Blue may have been a pure brute force approach to beat Kasparov after Deep Thought failed using the same core algorithm, but modern chess engines search far deeper on the tree with far fewer nodes than Deep Blue ever could thanks to better heuristics.

[1] https://github.com/MinusKelvin/ice4

kevmo314•44m ago
I'm not suggesting that it's only brute force tree search, just that it's not very complicated to develop a theoretically perfect chess engine in direct response to the parent

> It's wild to think that 4096 bytes are sufficient to play chess on a level beyond anything humans ever achieved.

vunderba•1h ago
Well, one of the most fundamental algorithms for building a chess AI is minimax [1] (or variants like negamax), and that’s been around for close to a century. The key difference is that as compute power and available RAM have grown, it’s become possible to search much deeper and evaluate far more plies.

So while 4k is still very impressive for the code base, it comes with a significantly larger runtime footprint.

[1] - https://en.wikipedia.org/wiki/Minimax

falsaberN1•1h 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.
burstw0w•1h ago
Good job! I love how you obfuscated your code, really in a spirit of FOSS!
y-curious•1h ago
Coworker: “hey if you have a second, I have a one-liner PR open”

The PR:

datavorous_•1h ago
Oh well, the file initially looked like https://github.com/datavorous/sameshi/blob/7ab4e47144f96becd...

It is hideous now!

tromp•46m ago
https://www.chessprogramming.org/Toledo is a family a moderately strong tiny chess programs.
jll29•31m 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_•25m ago
Thanks for pointing it out! I will try to patch it.

Appreciate you taking the time to test it.

dfc•25m 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_•12m 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.

oh_my_goodness•22m ago
If you ever spent much time at a chess club, you've seen why 2kB is a really disturbing number.
jqr-•12m ago
I have not. Can you please tell me why?
sireat•15m 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.

l674•9m ago
If anyone is curious, the most common tool I've seen for ELO estimation among engine developers is cutechess [1], which uses SPRT [2]. Or ordo [3], haven't used this myself though

[1] https://cutechess.com/

[2] https://www.chessprogramming.org/Sequential_Probability_Rati...

[3] https://github.com/michiguel/Ordo