MadChess 3.0 Released

I have released version 3.0 of my chess engine. This is a complete rewrite of the engine using bitboards. I began the project two and a half years ago and worked on it sporadically, with long stretches of inactivity. I didn’t work on MadChess at all in 2019. Life got too busy, personally and professionally. Gradually, I improved MadChess’ playing strength, surpassing the previous version, and crossing the 2600 Elo threshold. Considering MadChess 3.0 doesn’t have a sophisticated evaluation function, I’m satisfied to have reached that milestone. I’ll likely pursue evaluation improvements in a future version. I have written MadChess… Continue Reading

MadChess 2.2 Released

I have released version 2.2 of my chess engine. Source code and Windows binaries are available on the Downloads page. MadChess 2.2 is about 50 Elo stronger than version 2.1. It includes the following improvements. Added best move estimation. In principal variations where the cached position does not specify a best move, MadChess will search at reduced depth to obtain a best move. Then it completes the full depth search, searching the best move first. This is called Internal Iterative Deepening (IID) in other engines, though I find the name misleading. It’s recursive but not iterative. Added endgame piece location… Continue Reading

MadChess 2.1 Released

I have released version 2.1 of my chess engine. I built this version of MadChess using .NET Core, Microsoft’s new cross-OS development platform. I have provided source code and binaries for Windows on the Downloads page. I do not have access to a Linux or Mac machine. If you are feeling adventurous and would like to build Linux or Mac binaries, please refer to Getting Started with .NET Core on Windows / Linux / MacOS for instructions on how to build .NET Core applications. I have configured the MadChess project to build a self-contained application. All binaries required to run… Continue Reading

MadChess 2.0 Released

I have released version 2 of my chess engine. I’ve rewritten the engine from scratch in a more procedural style code- as opposed to the sub-optimal (for chess engines at least) object-oriented style I used in MadChess 1.x. The engine is about 115 – 160 Elo stronger than its predecessor, depending on time control. I estimate it is about 2350 Elo. Source code and EXEs available on the Downloads page. Continue Reading

MadChess 1.4 Released

I’ve added features to improve MadChess’ value as a sparring partner and analysis tool. I spent a lot of time implementing an algorithm that reduces the playing strength of MadChess. In chess GUIs that support the feature, MadChess will automatically adjust its playing strength to match the user. See the User Guide for details. Source code and EXEs available on the Downloads page. Added UCI_LimitStrength and UCI_Elo options. Added chess personalities from young child to expert. Added MultiPV (display multiple principal variations). Enabled PVS search for MultiPV or when ScoreError > 0. Do not reduce search horizon of pawn pushes.… Continue Reading