A chess engine is a computer program that can play the game of chess.
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Most chess engines do not have their own graphical user interface (GUI) but are rather console applications that communicate with a GUI such as XBoard (Linux) and WinBoard (Windows) via a standard protocol.
The command line interface of GNU Chess became the initial de facto standard, called the Chess Engine Communication Protocol and first supported by XBoard. When XBoard was ported to the Windows operating system as WinBoard this protocol was popularly renamed to 'WinBoard Protocol'. The WinBoard Protocol was itself upgraded and the two versions of the protocols are referred to as: 'WinBoard Protocol 1' (original version) and 'WinBoard Protocol 2' (newer version). There is another protocol, the Universal Chess Interface. Some engines support both major protocols, and each protocol has its supporters. The Winboard Protocol is more popular but many chess engine developers feel that the Universal Chess Interface is easier to implement. Some interface programs, such as Arena, support both protocols whereas others, such as WinBoard, support only one and depend on subsidiary interpretors, such as Polyglot, to translate.
Chess engines increase in playing strength each year. This is partly due to the increase in processing power that enables calculations to be made to ever greater depths in a given time. In addition, programming techniques have improved enabling the engines to be more selective in the lines that they analyse and to acquire a better positional understanding.
Some chess engines use endgame tablebases to increase their playing strength during the endgame. An endgame tablebase is a database of all possible endgame positions with small groups of material. Each position is conclusively determined as a win, loss, or draw for the player whose turn it is to move, and the number of moves to the end with best play by both sides. Endgame tablebases in all cases identify the absolute best move in all positions included (identifying the move that wins fastest against perfect defense, or the move that loses slowest against optimal opposition). Such tablebases are available for all positions containing three to six pieces (counting the kings) and for some seven-piece combinations. When the maneuvering in an ending to achieve an irreversible improvement takes more moves than the horizon of calculation of a chess engine, an engine is not guaranteed to find the best move without the use of an endgame tablebase, and in many cases can fall foul of the fifty-move rule as a result.
The results of computer tournaments give one view of the relative strengths of chess engines. However, tournaments do not play a statistically significant number of games for accurate strength determination. In fact, the number of games that need to be played between fairly evenly matched engines, in order to achieve significance, runs into the thousands and is, therefore, impractical within the framework of a tournament [1]. Most tournaments also allow any types of hardware, so only engine/hardware combinations are being compared.
Historically, commercial programs have been the strongest engines. The 2008 WCCC was won by Rybka. To some extent, this is a self-fulfilling prophecy; if an amateur engine wins a tournament or otherwise performs well (for example, Zappa in 2005), then it is quickly commercialized. Titles gained in these tournaments garner much prestige for the winning programs, and are thus used for marketing purposes.
Chess engine rating lists aim to provide statistically significant measures of relative engine strength. These lists play multiple games between engines on standard hardware platforms, so that processor differences are factored out. Some also standardize the opening books, in an attempt to measure the strength differences of the engines only. These lists not only provide a ranking, but also margins of error on the given ratings. Also rating lists typically play games continuously, publishing many updates per year, compared to tournaments which only take place annually.
There are a number of factors that vary among the chess engine rating lists:
These differences affect the results, and make direct comparisons between rating lists difficult.
As of October 2009, the top engines in the different lists are:
| Rating list | Time
control (moves/minutes) |
Year started |
Last updated | Engine/platform entries |
Games played |
Top three engines | Rating |
|---|---|---|---|---|---|---|---|
| CCRL[1] | 40/40[2] | 2005 | October 23, 2009 | 716 | 210,827 | Rybka 3 64-bit
4CPU Naum 4 64-bit 4CPU Deep Shredder 12 64-bit OA On 4CPU |
3234 3157 3143 |
| CEGT 40/20[3] | 40/20[4] | 2006 | October 25, 2009 | 642 | 357,434 | Rybka 3 x64 4CPU Naum 4 x64 4CPU Deep Shredder 12 x64 4CPU |
3193 3099 3080 |
| SSDF[5] | 40/120 | 1984 | September 20, 2009 | 311 | 120,184 | Deep Rybka 3 64-bit 4CPU Naum 4 64-bit 4CPU Deep Fritz 11 64-bit 4CPU |
3232 3150 3080 |
| WBEC[6] | 40/40 | 2001 | September 22, 2009 | 850+[7] | 84,000+ | Rybka 3-x64-2cpu Naum 4.0-2cpu-x64 Thinker 5.4j-x64-2cpu |
3090 3039 2994 |
These ratings, although calculated by using the Elo system (or similar rating methods), have no direct relation to FIDE Elo ratings or to other chess federation ratings of human players. Except for some man versus machine games which the SSDF had organized many years ago (which were far from today's level), there is no calibration between any of these rating lists and player pools. Hence, the results which matter are the ranks and the differences between the ratings, not the absolute level of the numbers. Nevertheless, in view of recent man versus machine matches, it is generally undisputed that the top computer chess ratings should be at least in the range of top human performances, and probably significantly higher.
Engines can be tested by measuring their performance on specific positions. Typical is the use of test suites, where for each given position there is one best move to find. These positions can be geared towards positional, tactical or endgame play. The Nolot test suite, for instance, focuses on deep sacrifices. [8] Then there are the BT2450 and BT2630 test suites by Hubert Bednorz and Fred Toennissen. These suites measure the tactical capability of the engine[9] and have been used at least by REBEL.[10] There is also a general test suite called Brilliancy by Dana Turnmire. The suite has been compiled mostly from How to Reassess Your Chess Workbook.[11]
Ikarus and Ferret, both private engines, were past winners of the World Computer Speed Chess Championship.
There are hundreds of freely available chess engines which conform to one of the above communication protocols. Many run on Windows or are open source. The top 50 strongest are listed here. Others may be found by examining the rating lists or external links.
Elo ratings taken from CCRL 40/40, computed on 24 July 2009.
| Engine | Author (Country) | Elo |
|---|---|---|
| Alaric v707 | Peter Fendrich (Sweden) | 2766 |
| AnMon v5.75 | Christian Barreteau (France) | 2649 |
| Arasan v11.3 | Jon Dart (USA) | 2664 |
| Aristarch v4.50 | Stefan Zipproth (Germany) | 2699 |
| Baron v2.23 | Richard Pijl (The Netherlands) | 2685 |
| Booot v4.15 | Alex Morozov (Ukraine) | 2780 |
| Bright v0.4a | Allard Siemelink (Netherlands) | 3004 (4CPU) |
| Brutus v7.02 | Stephan Vermeire | 2614 |
| Crafty v23.0 | Robert Hyatt (US) | 2862 (64-bit 4CPU) |
| Colossus 2008b | Martin Bryant (England) | 2750 |
| Cyrano v0.6 beta 17 | Derived from Gerbil by Harald Johnsen | 2752 |
| Delfi v5.4 | Fabio Cavicchio (Italy) | 2827 (2CPU) |
| E.T. Chess 13.01.08 | Eric Triki (France) | 2745 |
| Frenzee Feb08 | Sune Fischer (Denmark) | 2793 |
| Fruit v2.3.1 | Fabien Letouzey (France) | 2884 |
| Glaurung v2.2 | Tord Romstad (Norway) | 3006 (64-bit 4CPU) |
| Hamsters v0.7 | Alessandro Scotti (Italy) | 2708 |
| Hermann v2.4 | Volker Annuss (Germany) | 2604 |
| Jonny v2.83 | Johannes Zwanzger (Germany) | 2679 |
| List v5.12 | Fritz Reul (Germany) | 2721 |
| Little Goliath Evolution v3.12 | Michael Borgstadt (Germany) | 2608 |
| Movei v00.8.438 (10 10 10) | Uri Blass (Israel) | 2772 |
| Naum v2.0 | Aleksandar Naumov (Serbia) | 2804 |
| Pharaon v3.5.1 | Franck Zibi (France) | 2739 |
| ProDeo v1.2 (freeware version of the former commercial program Rebel) |
Ed Schröder (Netherlands) | 2720 |
| Pseudo v0.7c | Jan Klima (Czech Republic) | 2694 |
| Ruffian v1.0.5 (latest free version) |
Per-Ola Valfridsson (Sweden) | 2712 |
| Rybka v.2.2n2 | Vasik Rajlich (Czech Republic) | 3085 (64-bit 4CPU) |
| Scorpio v2.1 (Hosted at GooglePages) |
Daniel Shawul (Ethiopia) | 2826 (64-bit 4CPU) |
| Sloppy v0.2.2 | Ilari Pihlajisto (Finland) | 2691 |
| Slow Chess WV2.1 | Jonathan Kreuzer (US) | 2740 |
| SmarThink v0.17
alpha (latest free version) |
Sergei Markoff (Russia) | 2678 |
| Spike v1.2 Turin | Volker Böhm and Ralf Schäfer (Germany) | 2850 |
| Stockfish 1.5.1 | Tord Romstad, Marco Costalba & Joona Kiiski (US) | 3060 |
| Tao v5.6 | Bas Hamstra (Netherlands) | 2612 |
| Thinker v5.4C |
Lance Perkins (Canada) | 3039 (Inert 64-bit 4CPU) |
| Toga II 1.4 Beta 5c | Derived from Fruit by Thomas Gaksch (Germany) | 3010 |
| Twisted Logic 20080620 |
Edsel Apostol (Philippines) | 2815 |
| Ufim v8.02 | Niyaz Khasanov (Russia) | 2638 |
| Wildcat v8 | Igor Korshunov (Belarus) | 2728 |
| Zappa v1.1 (latest free version) |
Anthony Cozzie (US) | 2733 (64-bit) |
These open source chess programs were expressly written to teach the craft of chess programming.
There are also copyrighted programs with available source:
These chess programs are sold commercially. Most of these also include their own user interface.
These chess playing systems include custom hardware or run on supercomputers. All are historical; chess supercomputers have not competed in computer tournaments since Hydra played in 2006.
In the 1980s and early 1990s, there was a competitive market for strong dedicated chess computers. Many form-factors were sold, from handheld peg-board computers to wooden auto-sensory boards with state-of-the-art processors. This market changed in the mid-90s when the economical embedded processors in dedicated chess computers could no longer compete with the fast processors in personal computers. Nowadays, most dedicated units sold are of beginner and intermediate strength.
These chess programs run on obsolete hardware.
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