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A simple Chess engine written in JavaScript hooked up to a retro front-end for play. ♞

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Pixel Chess

A simple Chess engine written in JavaScript hooked up to a retro front-end for play. ♞



Contents

The documentation for Pixel Chess is broken down by the following headings.

Introduction

The engine behind Pixel Chess works much like any other traditional chess engine. Written 100% in JavaScript, the AI uses an algorithm called NegaMax to look at a number of moves ahead and then an evaluation function to decide on the best move.

This evaluation function takes into consideration a number of factors, including the material value of pieces, positioning, mobility and more to weight a score towards a certain position to be played.

This project was coded over roughly 2-weeks so there are many improvements that could be made to the AI (see shortcomings and roadmap).

However, currently, the engine plays at around 1,500 ELO. A formal test for this is needed though.

Usage

The engine is totally standalone and can be hooked up to any project via a Web Worker. The AI simply takes a number of parameters and feeds back a string with what it thinks is the best move for a given position. The front-end UI simply then takes that move and updates the board.

In the repo under /resources/js/ai you can find the code for the AI. It has one dependency Chess.js but other than that you're good to go.

Assuming you have a front-end UI setup to play, you can use the engine with the below code:

const ai = new Worker('./js/ai/main.js', {type: 'module'});

This sets up the Web Worker which you can then post a message to in order to generate a move.

ai.postMessage({
    position: 'rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR',
    lastPlayerMove: 'e4',
    numberOfMoves: 1,
    allocatedSearchTime: 2000,
    searchDepth: 2
});

The above code posts a message to the engine specifying:

  • position – The current position as a FEN string.
  • lastPlayerMove – The last move the player made.
  • numberOfMoves – The number of moves we're into the game.
  • allocatedSearchTime – How long the engine has to find the best move.
  • searchDepth – How deep the engine should search in the game tree.

From here, the engine will post a message back with what it thinks is the best move which can be received via the below code.

ai.onmessage = (e) => {
    const bestMove = e.data;
}

Within this function, you can do what you will with the move generated.

You can find an example of how this functionality is implemented via the main game JavaScript file which can be viewed in /resources/js/main.js.


Play via the website

As mentioned, this repo hooks the engine up to a retro front-end inspired by the Kilobyte Gambit. You can play Chess against it by heading over to the website.

It's pretty simplistic at the moment but you can control the AI's strength by clicking the "AI" button whilst playing. The default is to search 2 ply and return a move within 2 seconds to keep things speedy for most users.

You can of course change this and make the engine stronger if you have a more powerful computer or don't mind the AI taking longer to return a move.

There are plans for the front end which you can read in the Roadmap section.

Shortcomings

This project was written in 2-weeks and approached having never written a Chess engine before so, there's no illusion about the fact that it can certainly be improved in virtually all areas of the game.

Speed

The biggest weakness at the moment is that the engine is particularly slow. 2 ply is the deepest the engine can search whilst keeping gameplay fast for the user. More optimisations could take place such as better move ordering & iterative deepening but the biggest issue is how legal moves are generated.

Although the Chess.js framework is fantastic and really sped up the development of this project, it takes roughly 1ms-4ms to generate all the legal moves for a given position. This, although sounding fast is too slow for when the engine is searching at larger depths with hundreds of thousands of positions, each one needing legal moves generated.

Having such a low cap on depth obviously limits the AI, mostly in the endgame where it simply cannot see far enough ahead to checkmate opponents even in winning positions for the engine often ending the game in a draw.

To overcome this, custom move generation and board representation should be written so that the engine doesn't have to rely on Chess.js to do this. It's not that Chess.js is a bad framework, it's just that the AI has been written around what is possible with Chess.js which is often at the cost of performance.

Other general functions

The AI currently implements NegaMax with alpha/beta pruning and move ordering to power search in conjunction with the Evaluation function. This has been a great start however, basic general function improvement could come in the form of:

  • Adding transposition tables.
  • Adding iterative deepening.
  • More advanced move ordering to make alpha/beta pruning more effective.
  • More advanced piece tables taking the game stage into consideration.
  • More advanced quiescence search.

Opening

The engine currently uses an opening book to bring variance and strong play in the opening moves. This book could of course be extended to add more openings, transpositions and sidelines.

Middlegame

The middlegame is where the engine plays at its strongest. Nevertheless, improvements here could of course be made. Things like a better understanding of King safety and Pawn structure could be added for better play.

Endgame

This is where the AI is weakest. Mostly down to search depth ability which is spoken about above.

Improving this would certainly help the endgame, but things like changing what the Evaluation function believes is a good move in the endgame would also help. For example, adding a positive weight to the evaluation if a move pushes the enemy King to the edge of the board as well as encouraging a more active King would help the engine win endgames.

Modern techniques

The engine is very classical using brute force methods to play. In the future coupling, the classic methods of Chess engines with some kind of neural network to learn and play better could have awesome strength improvement.

UCI compatible

As the title suggests, making the engine UCI compatible would of course open the door for possible advancements.


Roadmap

Having listed out the shortcomings of the engine, there are obviously a lot of challenges to overcome to make this a stronger Chess engine. Having said that, we're keen for the challenge.

Being an open source project, we'll have to work on this when we can however, we'd love to implement solutions to all the above problems overtime as well as a plethora of other ideas to not only improve the engine but the front-end website you can play it and it's accessibility to others wanting to use it in their projects.

A more detailed roadmap can be found here.

Contributing

We would love contributors – please feel free to work on Pixel Chess, create discussions and submit pull requests :)

Credits

Chess.js – an amazing framework for legal move generation, board positioning and game state detection.

Chessboard.js – powers the front-end chessboard.